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A jam submission

Dungeon Intern: Office MayhemView game page

Management is out, talking to a client. It's going to be a great day at the office.
Submitted by Wauhaus Production — 9 days, 9 hours before the deadline
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Dungeon Intern: Office Mayhem's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#473.3733.556
Audio#592.6352.778
Fun Factor#652.6352.778
Originality#762.9513.111
Overall#852.4242.556

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video game

Was your game made solo or in a team?
It was made in a team of 5, credits are in the description

Did you use any third party assets, if yes what assets did you use?
We used mostly in-house assets apart from one sprite, credits are in the description

Did you choose from one (or more) of the optional secondary themes?
We chose to integrate each theme with a different character in the game!

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

Submitted

Fun but easy tower defence, I do like the idea of the cardboard mech costumes, even if that makes the theme a bit loose. Maybe some more distinct mech features would have made it better but either way, its fine in my book.

Game crashed sadly and I assume it was the diplomat. Completely forgot about his existence and moment I used him it was over so most likely his fault.

Cool game though!

HostSubmitted

Very original idea of goblins playing dress up mechs in an office! I like the way the optional secondary themes were incorporated into being the different unit types.

Submitted (1 edit)

Battle against the Office Supplies in this quirky tower defense, haha. Game was easy but fun. Crashed my first playthrough I think because of the Diplomat. Second playthrough (I didn't use Diplomat) I reached endless at Wave 30 because the enemies didn't stop coming and every tower was highly leveled. I stopped the game after I had 3 Million bars, hahaha. Levels needs balancing and some Towers are much better than others. Might wanna do something similar to Bloons where you are aiming for a highscore within a limited number of waves. Or making more enemy types that have armor or camo and some towers are needed for them. Depending on how you create audio, you might want to limit the number of sources than create the same audio so tooo many can't happen nearly at the same time. I like all the designs. Overall a pretty fun experience. 

Submitted

It's a classic Tower Defense with Movable Turrets. I like the Design but it's more ja.. Goblin or Office Jam then a MechaJam. 

It's a bit to easy but it's fun. Unfortunately the Game crashed often, with a realy unpleasant sound.

Developer (1 edit)

Hi, thanks for your feedback!

We admit the theme is a bit loose: we only had one weekend to get togheter and work, so we decided to focus more on the implementation as we’re still beginners and continue with the latent theme of our previous jam games (both of which are in the “series” of Dungeon Intern). We tried to stick more to the optional themes by implementing a mech for each of them, but in hindsight we should have probably focused on the main one more. We were just so excited with all different ideas for different turrets during brainstorming and thought that Dungeon Intern would be a good backdrop.

We also agree that the game is a bit easy: there was the idea of adding multiple paths in the works that would make you move the mechs more but we didn’t have the time to properly test it. Also, we’re sorry for the crashes and the unpleasant sound, we’ll do more playtesting next time to ensure something like that doesn’t happen again!

~ matmangio

Submitted

So gonna call this out immediately and get the hard feedback out of the way: the general idea is *barely* mech related imho. You could change that word "mech" in the unit descriptions out for all kinds of things and the idea of mech would never cross your mind otherwise. The theme is presented in one word used in descriptions. Nothing is actually mech related really otherwise. I get it's the goblins' imagination but... It just feels so loosely based on the idea. If it was robots instead of lil goblins boys trying to act like big battle mechs or something but they work in an office, I'd be right on board and love this for this jam. But the goblins throw it off and make me feel like this was made for another jam but literally one word was change to get it submitted to this one. I mean bruh, it's called "Dungeon Intern" like it was clearly for a fantasy jam but submitted to this one as well with subtle changes. It just doesn't fit to me. Which is really a damn shame. Feels like you guys are pulling a fast one on the people that worked hard on making something that fits the jam.

Judged without that idea alone, it's honestly a really great game idea and it was well executed. I've never seen personally a tower defense where you can move your units around like that. And the general idea of it just being a boring day at work with a bunch of little goblin employees trying to make up a game and get really into it instead of doing work is super adorable and creative. I adore this as an idea. Very creative and unique and lots of praise for that plus the moving around mechanic.

I found myself wishing I could have more of one unit than just upgrade it but you can't just hire more employees to not do work! Right?! I also kind of wish the moving mechanic played into it more, because I really just sort of stacked it all at the beginning of the path and made the game freeze and crash- After having no issues at all passing each wave. If there had to be minimum distances and wider effect distances that might make it a little more of a puzzle and add to the idea of needing to place units well like a classic tower defense, but with the added idea of shifting it as needed.

The audio was great, but definitely had some times where it got too loud or multiple sounds stacked. I would have loved another music track or two, but I also didn't hate the loop or anything. It was perfect for it. The voices for each character were great too, and I love when people bring out voice acting in jams. Props audio team from another audio guy!

The art was dope. A lot of detail was put into this and it shows. Great work there too!

Obviously my two main gripes are that it doesn't fit the main theme well imho and the game crashed when I tried to use a little over half the units. But a great original idea nonetheless and you guys should be proud of this. Enjoyed my time with it, but can't help but feel like this was not made for this jam at all.

Developer (1 edit)

Hi! First of all thanks for the extensive feedback, it is really appreciated.

We admit that the game is barely on theme, but we can assure you it wasn’t originally planned for another jam! The fact is we only had one weekend to get toghether and work on it, so during brainstorming we focused more on getting a coherent idea for the gameplay and decided to used the “Dungeon Intern” backdrop, one we had developed in our other jam games, as a base theme on which to build the connection to mechs. It may have been sentimental attachment to the little green guys at this point, but we probably should have changed things a little bit more as you suggest. We tried to implement one mech per-optional theme, so the ideas thrown around in that direction may also have hindered our focus on the main theme. We’re sorry if you felt tricked, it really wasn’t our intention!

We also totally agree that the game is quite too easy. Balancing is an aspect for which we’re still trying to get proficent at and the strict time constraints didn’t really give us the option to playtest a whole lot. There was the idea of adding multiple spawnpoints and paths for enemies in the works, but unfortunately we weren’t able to test it properly and release it in time: we’ll probably do so after the voting period ends. The idea of minimum distances between mechs also seems worth playtesting, thanks for the suggestion!

We appreciate your regards on the idea, the music and the graphics: we’re blessed to have two (really three) wonderful artists among us, so all the praise to them on those aspects!

We’ll strive to playtest more our jam games in the future, both to avoid annoying crashes and to provide a more balanced experience. We really thank you for your ostensive feedback and thank you for wanting to try our game!

~ matmangio

Submitted

Hey I really appreciate the response and explanation! Like I said, the idea is a great one and I'd play it again for sure. I absolutely enjoyed it. Our game has a lot of similar issues in balancing, bugs, and we also started later so totally understand haha.

I saw the Dungeon Intern games you guys put out previously and that felt to me like you guys were working on a series and trying to get it out there and using the jams to do that, not so much that you're attached to those characters and *your* sort of theme and wanted to make games within that with jams. Pretty cool you guys are keeping to it and rocking it anyway, because it is a really good idea like I said. Good luck dudes! :) Thank you for clarifying!

Submitted(+1)

I played this till wave 19. Then the game crashed on me. By the time you got the most expensive bot, it kinda just spiraled to who can just pew pew within the first few seconds. For what its worth, it had an interesting design.

Developer (1 edit) (+1)

Hi, thanks for your feedback!

We’ll look into the crashes more after the voting period ends: something must have gone wrong with the last build and we fear that delivering on HTML adds a layer of unpredictability due to browsers for which we really need to be more prepared.

We appreciate you liked the basic design idea and we acknowledged that the game isn’t balanced in the long run: there was an idea of adding multiple paths in the works but time constraints didn’t allow us to properly test it before publishing it. We appreciate your feedback in that regard and will surely consider it if we decide to work on the game after the jam ends!

~ matmangio