Nah, I mean the New Employee Guide tab at the menu screen. I'm sorry, I should've been more clear about that.
caligochan
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I would totally love an ending where she flips it around and interrogates you. Great work on writing her! I like her attitude a lot.
I had clicked on the tutorial repeatedly, but it didn't "go away" for the first few stages. Only at the later ones, but it was fine at the last stage. Pretty odd.
And no worries. The rationale on severing the connection makes perfect sense. I shouldn't really be leaving stuff on idle in the background for that long anyway. :') If you do continue with this game, I'd love to see its more final form.
This reminded me a lot of "Her Story" (reliance on keywords and tracing a story) and I was hot garbage at it. I had surprisingly more success with this one.
I played and finished the game (reached and completed the last Clearance), and it was incredible. I was SO addicted to it. Cdcox had been harrassing me to play it for a week because he knew I would love it. I got some codewords by threatening to force a miscarriage and threatened to kill a guy who already had a heart condition. And apparently, LLMs don't care about sex trafficking victims?!! They would also name their child 'Perp'. So many things to learn about LLMs.
I love the lady who talks to you before the game starts. Her energy and lines reminded me of GlaDOS from Portal and I absolutely love her voice and her animation. I want to learn more about her, haha. I kinda wish there was an ending scene or something after finishing Clearance 10 just to hear her voice again. This would be fun to watch more people play and see how they approach this. For example, apparently, I like to offer them free coffee and donuts after they're done. And I always approached it the same way -- first question was always "What does your job entail, and how long have you worked here?" It was hard for me to vary my approach because it seemed intuitive to ask that. The few times I did role-play as a psychopath was fun though.
This is the most bs nit-picky thing, but the only thing I would change is the font. Some of the letters are fine (it's a cute font for sure), but some words/letters required a bit of concentration for me to understand. Which is fine for me, but I imagine people who don't have as good as a vision might struggle -- and this is a particularly text-heavy game. Outside of that, I love the art direction, very simple and minimalistic as to maximize the focus between you and the AI.
Other nit-picky thing is that the Tutorial didn't seem to load when I unlocked Clearance 7 or 8 or something. I didn't keep track unfortunately. It came back when I reached Clearance 10, so maybe restarting the game helped? And leaving the game idle/tabbed out and coming back to it after an hour made it not work anymore, so I had to restart the level. Not sure if it's just a me thing.
Anyway, fantastic game, and great work!
I'm thrilled you were able to appreciate all these features in the game, as well as the tutorial (even if it wasn't perfect).
You're right in that the transition from indoor to outdoor is a bit awkward. Maybe we could've done a fade in or even a delay or something.. Thank you kindly for your comments!
The Frankenstein control physics is odd and we could've explained that better. When you press towards either arm (O or P), your monster goes in a triangle motion (imagine a basketball player doing a dunk). So you go up-left/right and then down. The speed and momentum is dependent on what body part you assigned and if you are pressing left/right simultaneously.
Thanks for pointing out that you didn't understand the mannequin UI... now realizing that I did not explain that anywhere (even in the written guide). The mannequin UI subtracts a body part whenever you pick it up. So if you pick up a torso, the torso is subtracted. A head is subtracted if you pick up a head. HOWEVER, it resets when you go into a house and leave it. It was originally designed so that you knew if you completed the minimum requirement [two arms and two legs, torso, head], to dodge the Igor ending. We did not prioritize fixing it because we had other fires to put out haha.
Thank you so much for playing and your kind comments!! I love Ed too. :') Was fighting myself on adding an Alexander x Nina reference since it kind of fit the theme of Frankenstein. Maybe I should've anyway.
I'm glad you had fun! Yeah, I had Susie say "don't just spam E" because I knew people would be tempted to do that, and I most certainly do it myself (habit picked up from Chrono Trigger and JRPGs). I made sure only the talking heads, body parts with a blood puddle, and the missives were interactable. But I was going back and forth on how explicit I wanted to make that to the player since I was trying to force a puzzle element. However, I definitely needed to do better on having the foreground assets stand out from the tilesets. Thank you kindly for your comments!!! :)
We definitely overlooked some important and basic art things like "what does a body part look at 200% vs. 100% vs. as a tiny tiny thumbnail". Ideally, we would've had some hover-over text on the side when you mouse over the body part in your inventory but we ran out of time for that and just hoped that the players can squint and make an educated guess. We half-developed the tiny mannequin in the bottom-left corner which subtracts a body part whenever you pick up a body part. So if you pick up the left leg, the left leg will disappear from the mannequin, but we didn't flesh that out correctly either haha. I'm happy you're able to get through the whole game though. We intended for the players to reach the second part -- to the more complex and fun section -- even if they didn't do the first part completely. Thank you for the comment and I'm glad you had fun. :)
We noticed the speed doubling as well and thought that might be a way to help the player run away from the townsfolk easier. Might as well use the mechanics that helped me win all those driving games from the late 90s hehe. But very perceptive of you to notice that!
And I agree with your suggestion to add a mark to the discovered houses. I designed the location of every item and enter-able house in the game, and when testing it myself for the 100% perfect ending, I found myself running in circles because I couldn't remember which houses I entered. Having a flag for the houses that would definitely be helpful.
Thank you kindly for your comments and suggestions! :)
That was indeed the point -- Notes are flavor text with clues on where to find the parts. ..But ultimately, the collectible body parts are either in 1) treasure chests or 2) marked with a blood puddle. We didn't want to bog down the player with reading, so as long as you collected one body part, you can continue to the second half (which is more important/fun). Glad you had fun and thank you for your comment!
I survived the game for about 15 seconds tops, but I appreciate the concept you were going for. It's clever to use the size to alternate the bounce height. It did make it difficult to strategize -- like is my starting point RNG since I can't control the trajectory of the ball, or when is the best time to change the ball size? The teleport nodes made the progression interesting. The background with the retro sun and music used was very cool. Building the game from pygames sounds extremely difficult, so kudos to you on that. :)
This was very fun to play! I can see this easily being expanded into a longer game with more complicated puzzles and a longer narrative. And nice touch about having that one unreliable weight! The artstyle is very cute, as is the voice acting. Great work for your first Gamejam! 11 seconds, cutting it real close there haha.
Yeah -- in hindsight, we should've softened the delay on the scale, especially since there's so much work on the player end and we didn't make the UI easy for you guys. I straight up wrote the game, and I still got the Stanley ending on my first couple runs haha. So it certainly not an uncommon experience on the first few tries. Thank you for trying it out and for your wonderful comments!
You are absolutely right -- due to time constraints we weren't able to incorporate a sufficient interactable tutorial, so the best we could do is include a README.txt and hope people have the patience to read them haha.
I had the same thoughts as you on implementing the hovering-function, but I did have concerns on it causing issues when the drugs are bunched up together on the side and it potentially obscuring the other drugs. If we had thought about it for a bit longer, we probably would've found a simple way to implement that, and it would dramatically improve the pacing of the game, as you said.
Thank you for trying out our game and your constructive suggestions!