Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

mgmtView game page

Submitted by computero — 1 minute, 20 seconds before the deadline
Add to collection

Play game

mgmt's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Great job! You guys got a lot of content done within the time frame. Loved the snail colony concept too! Some things to consider: - The artwork and the snails doesn't really work together. The background definitely seems to be composed of photos, which is fine, but I think the user experience of your game would improve drastically if you had actually drawn backgrounds that fit the aesthetic of the snails. - The narrative was great and I loved choosing different workers. The filing cabinet sprites were confusing though. I would suggest labeling the filing cabinets with what role they are so it's easier for players to associate jobs and resumes. - The music didn't really seem to fit the vibe of the game. It gave off detective noir vibes, which is not at all related to the game. Consider switching out the music for something that can be tied into the actually gameplay. Overall, well done! A very solid jam submission.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I played through about an hour of your game!

  • Some feedback:
    • I like the experience this (visual novel?) gives. You play the role of the manager and you look at snail resumes and decide who is the best fit for each role. It gave me the perspective of a hiring manager. Sometimes there's a perfect fit for a specific job role. But most of the time, there's not, but you still have to figure out who would be the best to hire that day.
    • I liked the writing. There was a sense of mystery for what was beyond *the hole* (atleast from the MC's POV), but also that maybe there was something more out there other than human life and predators. I enjoyed managing the colony by talking to each department day-to-day. And also just simply asking Charon how their day was going was a nice option. I totally get that people need to be recognized as more than just a worker.
    • I wasn't entirely sure what the gifts did after each milestone. I did give them to the nerds at one point, but I don't think I progressed far enough to see what they actually do.
    • But at some point, I went through ~20 days, and I kind of felt like I was going through each day without any real meaning. I didn't feel a sense of progression, just looking at the end-of-the-day numbers going up (and sometimes down), and looking at resumes to determine the best fit.
    • Theme-wise: I think I understand what you're trying to do with the theme. You build connections by hiring snails, talking to the department heads, and coordinating them to increase output. But that's all it feels like. It feels like I'm just trying to increase the colony's daily output, rather than build a meaningful connection with each department head. And for the snails that are recruited that aren't the department head, they just become another faceless worker that I never get to interact with.

But those last points are a bit rough given the timeframe. And on top of that, I'm not really good at writing or describing what I feel exactly, so take everything with a grain of salt.

Considering that you got the writing and programming in within a week colors me impressed. I'd love to keep playing to the end if I had a better sense of progression and knew what I was working towards. The gameplay loop is fun, but if I have no clear end-goal in sight, then as a player I may lose interest over time. Regardless, I think you did a really good job on this!