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(+1)

The UI for the game itself is nice and the premise itself is easy to understand, yet leaves a lot of room for more challenges to add on to the game. The only thing I was confused on was just how was the mood being improved in the first place? From the sound of gas and the effects that happened with the press of the button, I feel like your just pumping the room full of laughing gas, which I guess would explain why the people wouldn't be so productive if the mood was too high....

This was interesting so nice job.

(+1)

Yeah I suppose I didn't really spend any time on a story/lore. I made the mechanical sounds just to feel more industrial and business like but I will add story later on

(+1)

Ah, fair enough with the time limit.

Actually, this made perfect sense to me considering stores and casinos have been known to pump odors (and sometimes pheromones) through their vents in order to get people to stay longer and act in desired ways. The idea of expanding that to venting a gas manipulates employees was even a major plotline for Firefly. (I also remember when news was announced about the invention of anti-narcolepsy medication that let you stay awake for 2 days without feeling the effects...we were all joking that EA was going to stir into company coffee pots.)