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Last Night in the Office's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #2 | 3.500 | 3.500 |
Puzzles | #4 | 3.500 | 3.500 |
Story | #4 | 3.625 | 3.625 |
Overall Enjoyment (Not an average of other scores) | #4 | 3.625 | 3.625 |
Graphics | #5 | 3.500 | 3.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Graphics Editor Used
multipaint
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Comments
I love this style of graphics! I didn’t grow up with it but they’re very effective and feel familiar. Smooth play, didn’t get stuck on any puzzles. Really enjoyed the computer terminal interface. Well done!
Thanks so much for trying it out!
I finished the game. Like the others, I had to use a search engine to make the object that will open the door, but also to find the right verbs to do that.
This kind of graphics has timeless charm.
Thanks for playing and the feedback!
Great, fun little adventure with an authentic 8-bit feel. In fact, if it wasn't for the depiction of that new-fangled email thing (it will never catch on) then I could almost imagine I was back in the 80s. I too had to Google for a puzzle solution (shamefully; it feels like the sort of thing that every school child should know), but I brought down Ven-Tec in the end . Very enjoyable overall!
A little bug:
Ah thanks! I thought I caught all of those with the note.
I really enjoyed this one - the puzzle chain was fairly easy but a lot of fun (although I had to Google how to create the thing that allows you to get through one of the doors!).
Just a couple of typos I spotted:
'cluter' in the VP's office should be 'clutter'
'in small hallway' in the hallway should be 'in a small hallway'
And one other note - in this game, when the state of a held object is updated, the new version of the object is created in the room rather than in your inventory. I was trying to use objects that I had been holding a minute ago and wondering why I couldn't, until I realised they were in the room next to me! It would feel more natural if the updated objects were created in the inventory.
Thanks so much for the feedback! I'm glad you enjoyed it!
I played the ZX Spectrum version, very cool, and I noticed the following two issues.
The first is that the logging onto the PC fills the screen too much for the Speccy version. Maybe split the header of the PC OS pages into one blow, then press any key, clear screen to get the option list.
The section issue is that examining the debris, and examining the desk doesn't show a message before refreshing the object list.
You should have these routines written like this:
Thanks for the feedback, it was a little tricky getting it to a state that was okay. I would have preferred to have the pc have no graphics, but every time I did that it would output the loading screen graphic in its place. I decided on that as a quick fix.
I'm not sure I'm encountering the same error you are with the examining debris and desk. Here is my code:
: match "examine debris" {
: if (is_present "scattered_debris"){
: print "There is construction debris kicked all over the floor!";
}
: if (is_present "debris") {
: print "You kick your foot through the debris, scrapping a nail and a razor blade into the open." ;
: create "nail" ;
: create "blade" ;
: destroy "debris" ;
: create "scattered_debris";
: press_any_key ;
: redescribe ;
}
}
And when I run it in the emulator it gives me a message and then refreshes the screen.
Another suggestion. Change the staircase graphics for each floor to have a different colour (and bright colour) for each floor. That'll give the impression of movement better when going up and down the stairs.
Thank you so much for taking the time for all of these comments! I really appreciate them and hopefully be able to get them all in!
Happy to give feedback. I just want to help you polish it up. Looks like you put in a lot of work. Thanks for spending time with Adventuron.
I know this is probably my fault, but please remove :
redescribe = auto_beta
You don't need it, and it creates inconsistent behaviour between the web version and the Speccy version.
Also, you might want a message when you examine the debris again after you discover the items in the debris (rather than the default message).
Oh shoot, the only reason I put that in there is that it was a suggestion on one of the submission guidelines. I'll get rid of it.
My fault, that was a guideline for the previous jam (which wasn't operating in 8-bit compatibility mode).
I've removed it now.
One more item of feedback, maybe set the scene in the on_startup {} block:
Lots of players will go straight in without understanding the goal, so putting it at the front will help.
Check out the "Setting off" and "Inbuilt Tutorial" section of this article:
https://medium.com/@model_train/text-adventure-game-design-in-2020-608528ac8bda
Thanks for the feedback, I'll work on implementing those!
Also, I notice the +3 version is not attached. You can add files as separate downloads to the page.
If it's not too much bother, can you add this text to your game page:"Thanks to Andrés Samudio, Uto, Tim Gilberts & Stefan Vogt for helping bring DAAD (used in +3 version) to the community.
Love the speccy graphics. Might I suggest changing the font (for the web version to either clairsys_10 or daad (to maintain spectrum feel on web version)?
theme_settings {
font = clairsys_10
}