Thank you for playing, and for your kind words.
SkipRidley
Creator of
Recent community posts
I'm glad you enjoyed the basslines and the art! A tutorial/more hints to the player about cost/benefits for activities and giving the player a little more of a sense of progress towards objectives are high on our list for future improvements (if we get to work on it in the future). Thanks for the note about the stutters in the music, we'll have to look into smoothing that out, too.
Lack of energy should be the only thing that can lock you out of yoga/meditation (and meditation only needs a very small amount). This is clearly bugged right now, since most people who have played mentioned it. It didn't come up in the limited amount of testing we were able to do before we hit the deadline.
I'm glad you enjoyed it despite all its flaws! Congrats on getting the job, too.
Yoga (should) resolve the achey status, but that sounds like it may have bugged on you. Going on a walk was also designed to resolve that status, but we weren't able to get that working properly for some reason. I'm not sure why you got locked out of meditation-- there was nothing required to unlock that, unless you were totally out of energy. Meditation, sleep, eating a meal (as opposed to snacks), and playing video games were the main ways to combat burnout. There was also a planned 'phone a friend' dialogue opportunity that would take a big chunk out of burnout once every few days that we wrote, but we ran out of time to implement it.
A tutorial/more hints to the player about the costs and benefits of various activities is high on our list of things to tackle in the future (and clearly a lot more QA/bugfixing).
Thank you for this entertaining review! If we are able to develop further after the voting period ends, we will certainly look at adding more flavor and balancing the water and doom scrolling better. We did not leave ourselves enough time to do QA and adjust the code before we hit the deadline-- sorry your playthrough suffered so much from one little doomscroll.
We definitely had a cutscene for walking outside and sitting on a park bench. Just didn't have time to work it in there during the jam. There is even another job interview that we wrote but didn't have time to implement, and some other dialogue opportunities. Likewise, we didn't have time to adjust the code after getting most of the activities implemented, so things like the water being OP and doom scrolling being SO devastating are things we want to balance better. I'm glad the theme came through strongly despite the things that got left on the cutting room floor.
A month sounds like so much time, but we realized it was a lot less than we thought around our jobs and daily lives. Hopefully we will find the time to flesh it out a bit more, after the game jam voting period ends. Thank you for checking our game out!
