Have A Nice Day by JmO14
Hello! This is our submision for the Ludum Dare 47
This is our second time working together and we are happy with the overall result, and we got a better result than last ludum dare !
Have A Nice Day is a scary walking simulator game about how people waste time (and life) at work that takes place in 7 days of hard work, with some disturbing twists.

Ratings
| Overall | 1155th | 3.25⭐ | 28🧑⚖️ |
| Fun | 1459th | 2.654⭐ | 28🧑⚖️ |
| Innovation | 1326th | 2.808⭐ | 28🧑⚖️ |
| Theme | 691th | 3.731⭐ | 28🧑⚖️ |
| Graphics | 748th | 3.615⭐ | 28🧑⚖️ |
| Audio | 872th | 2.981⭐ | 29🧑⚖️ |
| Humor | 468th | 3.14⭐ | 27🧑⚖️ |
| Given | 26🗳️ | 31🗨️ |
Some things to consider adjusting (imho):
1. The boss room has no wall coliders so it's easy to fall
2. White chairs are really glowing, should they?
I like that you have to go looking a bit for some of the objectives (aimlessly wandering around a corporate hive really sells the mood here), but most of them have some clues. For instance, when you are told to go to the coffee machine you've already passed through the cafeteria so you have some idea where to look. The boss being in an upstairs office is a nice touch; it would be even better if you could see him glowering down on your office area from above though his window while doing your earlier tasks :D
I think my favorite part was the very cramped cubicles/offices, despite the fact that there was plenty of room above them to raise their ceiling, like they vere engineered specifically to be feel opressive.
I'd expected a bit more decorations in the boss-office (and that was a pretty short boss-tie :D )
The amount of little details was pretty impressive.
It was also easy to navigate, which became important in some of the later loop-variations.
The sound was fitting, with some nice ambience- and action-sounds, and the people noises very funny. That supervisor call in the middle of the office must've been really distracting for the poor workers :D
I went through two full loops before I concluded that I'd probably seen all the possible variations. Some of the loop variations were rather interesting - I wish there had been a visual effect for the alternate printer action ;)
We have 7 days and an ending, however at the second day there are minor variants, we wanted to make variants but keep the feel of a loop, at the later days the changes are more ''noticable'', and creepy
A lot of work and things to fix for sure, well take note of your comments!
The first couple days I was really sold on the visual appearance of the game. The office looks normal, to some extent, but the colors and lighting are very bizarre and remind me of a bad dream.
I'm not sure I found the rather conventional horror tropes super interesting, however. I don't see what's very relatable to the average office worker about "blood coffee." The one I think was effective was the darkness effect on the 7th day, because it demonstrated that you were able to navigate this space pretty efficiently, even without really being able to see it.
That said, I almost feel the game is effective enough if it just contains a day that loops over and over. After all, that sells the point well enough, I think--a player who plays the same day over and over, will think, this is pointless, I shall quit now. But in the real world, you can't just quit.
If you do want to augment the looping mechanic with additional changes day-to-day, I think you really just need to introduce them sooner. I was very much ready to write this review as though the game repeated the same day with no changes ever.
So to summarize: I think this game is thematically pretty effective, all told. I just think that the more conventional tropes fall flat when I'm *already sold* on the repeating day concept, from having played through a bunch of repeating days. Hopefully that makes sense. :smile:
A very repetitive loop that probably represents a regular office job quite well. The lack of vision on one day really made me expect a cheap jump scare, but you didn't do it, which I really appreaciate :)
The visuals match the atmosphere pretty well, being nicely sterile. Unfortunately the performance is quite bad on my middle-class PC.
Overall, a good execution of your idea, but I think a little more difference between the days or a slightly shorter loop would've been nice.
The walking speed is way too slow, what a pitty
I didn't understood the ending cutscene. Can you please explain me ?