Office routine by urvethen
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
| Link | https://urvethen.itch.io/office-routine |
| Original URL | https://ldjam.com/events/ludum-dare/58/office-routine |
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🗨️ |
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.

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!
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. ^^