Comments

Log in with itch.io to leave a comment.

(1 edit) (+1)

Nice, cool art style! Really digging it.

Was able to go to that last break room. Not sure if the guy dreaming about their bonus and second pool had anything to do with that level. I liked all the random things that would cause people to move around. And even the random things that had no effect, like turning on the computers. For some reason, despite being the first, easier "no-hint" level, the situation with the coffee machine stayed with me.

Thank you for leaving a comment!

The boss guy sitting at his desk, he was going to go adjust the thermostat if you made it hotter and the female working in the office below was going to adjust the thermostat if you made it colder. But I thought I would "simplify" that area at first to see what players do, as well as not having to build a thermostat UI, haha. So right now, that guy's purpose is only to block off that path to your lunch. I thought I would pack the bottom room so player's first instinct is to try the top but see it is blocked. So maybe it isn't the best level design - which was what I was hoping to learn here!

oh, and if you didn't know, Dave has a lot of screentime already: https://loubagel.itch.io/daves-coffee

 

(+1)

I really liked every mechanic you tested in this, though my favorite was definitely distractions. It made it feel more like a puzzle. The more distractions the better! It would be cool if you could maybe get two npcs into a fight with each other? Like if there was a beloved pen that you kept stealing so they accused each other so you could sneak by. Just a thought, I really loved it though!

Thanks! That is helpful - I was planning on making some more complicated "distractions" but wanted to try out these basic ones first, so good to know!

(+1)

This was fun, I liked figuring out their social interactions (who is responsible for what). It'd be fun seeing even more and complex scenarios. Sometimes it feels like you can just breeze through without figuring out what to do though, so maybe there are too big holes due to timings of their walks and you can then circumvent certain problems (too) easily. It doesn't feel as satisfying that way, because it feels like chance/random that you made it this time. It's the best when you fail until you figure out exactly the pattern.

Thanks for trying it and leaving feedback!

For the chance/random, were you thinking of the room that has three characters walking? That one was random - not in the mathematical sense but in the game design of it, as each of their routes were independent of each other and had different durations. I'll take the feedback as to be more intentional with the design.

The last room, I was intending to have different ways to solve it. As I worked on it I thought maybe it could be an "easy" way of using all the distractions (there are 3 in there) and a "hard" way of not using any and just do timing. I think the "hard" way ended up being too easy. I might play around with that room more and also be more intentional with routes kind of "syncing" there as well.

Thanks again, this really helped!

(+1)

I went through the whole thing easily :) This could be quite fun if there is some goal and more stuff.

Thanks! What was your favorite or least favorite part?

Also, FYI, I have finished the last room now!