Office routine by urvethen

[raw]
made by urvethen for Ludum Dare 58 (JAM)

Collect everything your boss demands!

Movement - WASD

Sprint - Shift

Interact with the E button

Use a cooler to replenish energy If it doesn't work here, try it on itch, thanks!

Developed for Ludum Dare 58

Developed by urveten and Discon, art by LimeZu

Ratings

Overall 702th 2.952⭐ 23🧑‍⚖️
Fun 690th 2.762⭐ 23🧑‍⚖️
Innovation 694th 2.595⭐ 23🧑‍⚖️
Theme 603th 3.262⭐ 23🧑‍⚖️
Humor 543th 2.595⭐ 23🧑‍⚖️
Mood 515th 3.357⭐ 23🧑‍⚖️
Given 30🗳️ 15🗨️

Feedback

xpoho
Oct 07th · 09:02 UTC
Nice music, interesting concept. But I can't keep up with all this tasks, sorry ^_^
NoHopeOutThere
Oct 07th · 09:45 UTC
I think the tasks start to feel overwhelming because the office is very big, there are a lot of objects that are similar and the navigation is not very clear. The game is still fun to play though, if it was a mobile game, I'd be lost in it for hours trying to keep up with all the tasks.
Dm1tr11
Oct 07th · 16:35 UTC
Коллизии конечно адские, но игра в целом приятная
iron_head
Oct 07th · 22:17 UTC
If I had one word to describe this game: unclear. You get a task and don't even know what it means in the game's context. I tried to look around but the task expired before I could explore half the map :/ And then suddenly, you can sprint on Shift? :O Doesn't really make it any easier. So there is something to look into.
That said, I think you did a nice job conveying the vibe of a pixelated game about an office. I mean the audio and tasks fit nicely.
Pimeko
Oct 07th · 22:22 UTC
Really cute graphics and nice concept, I felt like being an intern in a big company haha
swaiky
Oct 07th · 23:53 UTC
Totally my type! I love pixel art!
Maria Sh
Oct 08th · 18:06 UTC
Would be nice to have any tips, where can I find the object I need to interact with, because the office is huge and some places are hard to find, btw time is ticking
Discon
Oct 09th · 21:44 UTC
@maria-sh Thank you for your feedback, the navigation in the office was confusing at first, but we will fix it in the future.
Custodi
Oct 09th · 22:31 UTC
Cool pixel time management game, but lack of quest information - takes much time to find office stuff.
LDJam user 374028
Oct 09th · 22:35 UTC
Yeah, like the others said, there's not time to do the tasks and traverse the office, and the game does not explain, nor do you in the instructions, that you can use Shift to run, or who is who, what is what, and where is who and where is what and that there are more than one of each one. Well don't worry, keep trying to make games and I'm sure that you will get better! It's also hard to make a game in three days.
InMyArmsTonight
Oct 11th · 17:09 UTC
the map is too big and the character is too slow
nuzcraft
Oct 12th · 03:06 UTC
It definitely feels like a game that you can get good at once you know where all the tasks are. I spent my first couple runs just running around trying to find the right plant to talk to or the right trash to pick up. A little arrow giving you the general direction (like crazy taxi) might be a good addition.
Doctor_Zeus
Oct 12th · 16:43 UTC
I did it, I earned a non-negative amount of favor!

![boss_favor.png](///raw/223/71/z/6f517.png)

I agree with other folks' feedback about the game's difficulty (especially right at the start, when the layout of the space is unclear). The strict timers means it's not always practical to do the tasks you're given, even if you do have a good idea of where they are.

An extra wrinkle that makes things challenging is the fact there are repeated elements in the office - there are stacks of documents, printers, computers, plants, etc. in the top & bottom halves of the office. I got the impression that the "flavor" message attached to the assignment could reliably indicate which location you should interact with (I think "pet the plant" was always the one near the coffee machine) but having instructions that help identify the specific location would help ("fix the printer in the finance department" or something like that).

On a related note, making the different "regions" of the office have distinctly different visuals can be a good way to direct the player. If the top half had red-colored cubicles & the bottom half had blue-colored ones, hints could be something like "fix the red printer". Maybe a more thematic option would be to have finance department has charts on the wall showing profits, engineering department has blueprints or schematics, etc. Extra assets like that take extra time, though, so it's not necessarily practical within the jam.

That said, I do think that this kind of gameplay can be pretty fun. Trying to solve routing puzzles on a static map gives you a cool feeling of mastery when you get good at knowing exactly where to go. Letting multiple tasks stack up at once is good in that way, I think, because it means you're trying to figure out the best way to hit a cluster of tasks all at once.

In this genre, I especially like having fun movement options or special shortcuts for the player to find, since they'll open up new kinds of strategies once they're discovered.

Couple of suggestions if you're planning on going further with this idea:
* Consider making the impact of success or failure more significant (maybe make the "boss happiness" bar have a few chunky segments) so you get strong visual feedback for success or failure. Also introduces more tension when you're in obvious danger - the boss bar value mostly stayed near the middle for me, + and - changes were very slight.
* It could be nice to give the player a limited-use action to extend the deadline of individual tasks. It could create a nice strategic layer: I'm going to extend this South-side task now because I have to work on the North side - then afterward I'll run down & get a bunch of South-side things done all at once.

Nice work putting the game together, I had fun playing!
Ntimi
Oct 12th · 17:16 UTC
I really liked the lifely atmosphere you built into the game. The office felt like a busy room full of work and the music supported the energy with which we tried to handle the tasks we got thrown at, even though it was near impossible to do even half of them.
I feel like this game needed a bit of a slower ease-in - at the start, I was totally confused of what was expected of me. "Take the papers" just left me aimlessly wandering around the office and trying to pick up any papers. It took me a while to see that the quest items were marked with an arrow. And then the main content of the game was wandering through the office and searching for any arrows.
Actually, I can see that this experience mirrors quite well how it is to actually start working in a new company. You're given some easy tasks, but are missing the whole context that you first have to learn slowly. "Pet the plant" --- which plant? There's dozens of them! :D
I feel that one game run might have needed to have some fewer tasks and to run for a while longer. And perhaps have some global direction arrows pointing at where to go in the large office - at least in the beginning, to learn the layout. But after my run, at least I knew where the coffee machine was. ^^
Discon
Oct 13th · 21:27 UTC
@doctor-zeus Congratulations and thank you for taking the time to play the game. Thank you for your advice, and we will keep it in mind. We already have a few ideas for how to improve the game.
HolySparks
Oct 15th · 21:38 UTC
Overall cool mood, looks and sound on the game. Got a bit lost most of the time but that is, to an extent, the idea I suppose.
Ginger_Kyoko
Oct 19th · 20:43 UTC
It's a cool game, but the huge spaces and black arrows were very unintuitive. The interactivity overall wasn't obvious.
zimny11
Oct 23rd · 17:25 UTC
Nice game! Good art style and music! It took me a moment to realized what I'm supposed to do, but after that it was smooth sailing, well almost, until there was so many task I couldn't keep up :D The arrows could be a big bigger for interactions, anyway, well done.