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These Hands Not Idle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #6108 | 2.157 | 2.750 |
| Audio | #7327 | 2.157 | 2.750 |
| Artwork | #8391 | 2.157 | 2.750 |
| Enjoyment | #8987 | 1.961 | 2.500 |
| Creativity | #9103 | 2.157 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Its all about count downs! Timers, counting down your will to live, counting down till your boss hates you
(Optional) Please credit all assets you've used
see description for full credits
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Comments
I also did an work-life inspired entry last year! I agree with one of the previous comment, that the sense of progression is not really there yet, and I've found the colleagues just walking around the office a bit distracting at first (they should also stop it in real life, sit down and work, Greg!).
Fun implementation of the theme. Nice audio and visuals. The UI didn't scale properly for me and the sliders half off the screen.
Cute game but I'm not really sure which choice I should be making or what the floaty twitchy peeps are doing. Tried 3 times but failed.
Wooo a fellow stressful office sim! We also went with the boss patience mechanic and i think it was very successful in both games! Best of luck in the jam!
Thank you for playing! :D
Interesting idea. I liked the concept of balancing boss patience and player health. However I think the upgrades could have had more impact, and after a few minutes I didn't have much else to do. The countdown mechanic (boss patience and player health bars going down) was a cool idea, but I didn't really feel the pressure from it. Nice work though!
Hey, thanks for playing!
We might keep working on this after the jam and really nail down the progression feeling (and more content of course) so thanks for the feedback :D
Appreciate the feedback! While on one hand it could be said that having nothing to do after a while is in line with office jobs, we'd love to keep working on the game to give it more depth and player agency once the player figures out the initial mechanics.