Synopsis: Finally it's your time to be the boss and make the decisions. The only problem is that your employees are lazy and slow. It's up to you to micromanage them to make sure that they keep working. Once you've sapped all their energy, it's time to fire them to free up your budget so you can hire new employees, and continue earning your company money.
Background: Created by my girlfriend and I during 72 hours. This is our second Ludum Dare, and we spent more time on the graphics this time around. We wanted to add more mechanics, but couldn't think of anything good in time. Feel free to add your suggestions and opinions. :)
Great idea! Loved the music and the art too, the evil boss was suitably monstrous. The energy bar looked a bit hard to read for me (red green colourblind), but otherwise it was easy to understand what was going on. I would liked a few more options, maybe ring an employee to chew them out? Increase the price of the coffee?
I really liked this game :-) Played very smooth , just couldn't keep my workers busy enough and got myself fired. Want to get good enough to be Diablo ;)
That was really good. It was a bit rough at times because it felt like the click boxes were a bit finicky, but its a fun game that felt like it would be right at home as a mini-game in the space quest franchise.
Nice game! I like the idea and the challenging gameplay. The music was nice and the graphics and style was good. It reminded me a bit about Pink Floyd The Wall.
Not too sure whether I should laugh or cry. I worked for someone like that up until recently.. ANYWAY, enough about my life story. I loved this submission. Make a full game of this for HTML 5 and you will be praised by the many stressed out employees
I liked this game, and pacing would have been nice too for me, but I couldn't fire the employees. Having that blinking red bar I put them next to me over the door, I tried the way they were coming in, but I couldn't get rid of them. So that way it felt like it lost some game aspects to me. Unfortunately. But in all other aspects. A nice game. If one could reorganize the workers by difference efficiency philosophies, hire motivational coaches to come "cheer" them up etc. Those would be cool bonuses of bad-bossing.
Good concept. Interesting graphics and music. It was just a little bit to fast for me. (increasing the click boxes on the stations and workers would be a good addition).
Great idea, but the downtime of firing a monster is just a little bit too high - it happens too often and the others are idling at that point, leading to your own demise. With a little bit more polish would be absolutely cool :)
Nice concept. Would've been cool to have a bit more feedback and polish on the state changes of the employees. Managed to get to 330-something points on my second try, still a long way to reach the top of the leaderboard.
Would have loved some clearer UI explaining what was going on, the workers just seemed to stop working without any real indication, took me 3 tries to realise this was why I got gameover. Could have used a bit more interaction than just clicking and dragging, but I guess that might just be down to the type of game it is. Controls also got a bit annoying when you couldn't click workers or sometimes it wouldn't let you drag them. Still, a nice idea with some nice graphics. Good job.
I love the game personally. The idea of working with corporativism, and the connection of bad working pratices with monstruosity, makes me hope neither of the authors of this game has had any bad experiences in a corporative environment! The metaphore alone makes the theme shine personally. Wished it was somewhat clearer how the monsters react to the work positions, and also that there wasn't the gap in time for the handling of workers while firing, I feel it breaks a bit the flow personally. But nothing that makes a great idea less interesting, a great entry you two!
Comments36
They regain energy because they're slacking!