Dead End Job by Codeman1010

Congratulations! You are the proud new owner of a convenience store at the edge of the world!
Every ten seconds, bus loads of monster denizens arrive to shop 'til someone drops. Manage multiple displays and facilities to keep up with customer demand, earning money and buying upgrades. The more successful your store, the more customers will frequent the shop. Stock candy, soda machines, ice cream, and keep the bathrooms clean. Check customers out when they're ready. If you take too long to restock or check them out, customers will be upset, causing satisfaction ratings to fall and the store to close!
Read the in-game employee handbook, turn on the sign, and begin your exciting journey into U-Shop franchise ownership!
Play Notes:
- Please make full-screen for the best experience.
- Restock the two bathrooms by clicking on the dark doors in the shop.

| Link | https://dragontheorygames.itch.io/dead-end-job |
| Original URL | https://ldjam.com/events/ludum-dare/51/dead-end-job |
Ratings
| Overall | 651th | 3.462⭐ | 28🧑⚖️ |
| Fun | 621th | 3.346⭐ | 28🧑⚖️ |
| Innovation | 742th | 3.146⭐ | 26🧑⚖️ |
| Theme | 993th | 3.154⭐ | 28🧑⚖️ |
| Graphics | 551th | 3.673⭐ | 28🧑⚖️ |
| Audio | 340th | 3.56⭐ | 27🧑⚖️ |
| Humor | 255th | 3.479⭐ | 26🧑⚖️ |
| Mood | 360th | 3.688⭐ | 26🧑⚖️ |
| Given | 16🗳️ | 28🗨️ |
Thank you so much for time well spent!
Had only one issue with skeleton stuck in "wanting mode" (with beverage machine and it was full)
It took me an embarrassingly long time to realize that I could walk through the checkout counter, and I spent a long time standing there trying to click on it. Some instruction or hints there would be great (maybe the new owner is a :ghost:?).
I think I also encountered a bug of sorts: if you accidentally exit full-screen mode and then come back, the mouse controls stop working properly. I couldn't find a way to fix this without restarting the game.
Loved the art, presentation, and general QoL to this one. The monster theme was unexpected, but well executed with some great designs. Atmosphere, ambience, and artstyle alike just kind of works, and the layout of the store never feels frustrating to get around. Visibility is a non-issue, while you can't always see items directly off the shelves being able to see customers' intentions without the clouds cluttering the screen gives you a good idea of your store at all times and you can always tell when customers are rushing to a single location. Sometimes these games tend to be a little too frantic, but this game feels like you can really maintain your store as long as you keep paying attention. Having a score ranking also helps push things towards a fun game loop.
All in all, this was a pretty great entry in both intention and execution. Great work!
Hey! I had a great time playing this on stream. Here's a link to the playthrough that will be up for a week or so if you want to share with your teammates: https://www.twitch.tv/videos/1610268632?t=00h33m35s
I loved the challenge and vibe of this one. I didn't want to let the cute spooky characters down so I wanted to make sure everything was stocked up! It got real overwhelming real fast, but I thoroughly enjoyed the hectic nature of it.
The radio was the icing on the cake. It really gave a lot of character to the game. What a great idea and yall filled it up with chill tunes and funny commercials.
But the pixel posters in the shop are really nice!
I also enjoyed the radio announcement - they were amusing and added character to the game.
I didn't like pushing myself through the customers to get to the cash register. I think some side employee entrance would be nicer.
Great job.
My only issue is I seemed to be having control issues.
Movement felt choppy and getting into the cashier booth was a struggle and a half because it felt like I got bounced around - I have no idea if that was intentional or not.
Overall though I enjoyed the idea. If gameplay was smoother I would have played for a loooong time.
Thank you. :D
##### Semi-on-the-fly remarks:
1. Judging by the description, the concept seems extremely close to that of ‘time management’ shop ‘casual games’ (such as the *Emily* series), including the thought bubbles from the banner. Did you draw any inspiration from it? :) I wonder if you injected some originality into it.
2. Tutorial/Explanation text at the beginning; nice to have given some context! Nevertheless, as to guidance per se, it is often a lot for a player to take; it may not always be easy, but if you get the chance, conveying the mechanics progressively (either explicitly or implicitly) helps. Also, small detail: the sight / small white dot is displayed in front of the text panel.
3. Controls are layout-independent, great (I have an AZERTY keyboard). :) AND arrow keys are enabled.
4. I like how the manual is *inside* the game, at the beginning! The very same happened in [*Far.*](https://ldjam.com/events/ludum-dare/51/far), the previous game I tested, amusingly. :)
5. You can even see the scenery outside through the window; this, other details and the music all add to the immersion. (And you can even switch the radio off!)
6. Haha, classic 2D ‘billboard’ effect for the shelf products! Although I notice a very tiny ‘bug’: since they are always facing the player (as expected), their shadows vary instead of staying fixed. I guess you used real 3D panes. (Side story: I did the same thing for a MonoGame 3D labyrinth as a test for 3D with 2D sprites. Although I have no shadows there. ;))
7. Starting game properly speaking; checking out is intuitive enough, although I was wondering first if you had to go behind the counter, and yes you do — which is legitimate. ;)
8. I think it is hard to tell what customers are looking for in general and what is depleted, because the subjective 3D view only allows you to have a small partial viewpoint of the global situation, as opposed to a global 2D top view (as in the time management games I mentioned earlier). Suggestion: have some UI element that shows the amount for each type and the current customers’ needs! This would not make the (great) interactive indications moot, as you would still need to go and see which precise shelves need to be taken care of. Or even better if you want everything to be ‘in game’: have some screen(s) displaying this, either near the counter or as a portable device. :)
9. Shift ends; I get an F! :o I checked out every customer that came, but only four are satisfied according to the balance sheet… I really had trouble getting a sense of whether shortages had a big impact or not, despite my upgrading various shelving!
10. In the end, this is somewhat **different** from the time management games I was thinking of, as you do not need to act according to each client (by following a recipe or providing him some specific product/service), but act on the global *supply*.
11. Second run (!! pun not intended XD): testing Left Shift: I realize you can run! Not said in the manual; I guess this stems for some classic control scheme you used. ;) No crouching, though!
12. The unhappy thought bubbles do help getting where products are missing, actually! But I still think some more indications would help.
13. Some delivery points seem not to change visually depending on their supplies, which would help. (I am thinking of the drink machine and the toilet).
(1/2)
**Takeaway:** I really like the immersion (the subjective view helps a lot) into a seller’s shoes, and the intuitive indications and interactions. The downside of this is that getting what is happening globally is harder, and that some global indicators would have helped. I think the connection to the theme is reasonable although not that central to the mechanics, since having a regular flow of customers is customary (! pun unintended) in such management games. I still liked how you did *not* copy-paste the ‘standard’ time management games mentioned above! As for graphics, I like having good old 2D sprites in a 3D environment, and showing the scenery outside. I think sounds were nice, although some more may have also helped getting more of the action (I am thinking of some grunting in addition to the unhappy thought bubbles!); the radio is really a great addition for the atmosphere, including the soothing music and chatter voice.
Thanks for the immersive experience!
@la-bread Actually, Left Shift does seem to make you run! ;)
The camera leaning over when you aim straight down is a really interesting idea too, I havent seen a game do it like that before but it makes sense!