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Immobilizer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of Theme | #6 | 4.250 | 4.250 |
| Presentation | #9 | 3.750 | 3.750 |
| Use of Fetish | #9 | 3.750 | 3.750 |
| Overall | #10 | 3.625 | 3.625 |
| Gameplay | #14 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- I really love the concept, though it's a very slow burn in terms of gameplay - a lot of clicking various options and waiting, though a pretty fun little grand strategy type thing. Very clever concept and very good use of the theme, taking control of a whole office. Graphics are nice!
- Normally I understand your games, but this one I just don't...
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Comments
Additional judges' feedback for this entry:
A really cool idea! I loved being able to see the whole facility and read the thoughts of all the employees as you slowly corrupt everyone. The art is fantastic and taking control of the facility fit the theme perfectly! I liked the idea of the gameplay, though it due to the setup of the game it was a bit difficult to play reactively as the changes you make propagate very slowly. At least with how the balance there is now, you can more or less just pick the most fattening options for every facility all at once and the hit to productivity is so high that the suspicion isn't much of an issue. I see the vision and I think just some numbers tweaks and maybe a reason to focus on one type of employee at a time or something could see this developed into more. Overall a very cool game and the only complaints I have are because I enjoyed it and wanted more
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+ A wide cast of unique character designs and a fun take on the theme to fatten up a whole office. The choices of sabotages also providing some strategy of what to choose
- Sabotage cooldown was far too high, leading to many bouts of simply waiting while nothing perceivable happens. There was also a bug where objects would end up being other things (e.g: water cooler having the cafeteria sabotages)
Very fun game! Just needs better GUI and more speed settings imo
gave me a bit of nostalgia like i was playing plague inc again. having to manage several things to increase effectivity while trying to stay as unnoticed really made the game fun for me
I think this game is Neat! i think its a cool concept!
and credit to the artists to were its due the art in the game is also very well made.
But i do have a few thoughts i want to share out of best interest for the gameplay. (and i say his as somone who played through the game 3 times for around a hour and a half). i will not be commenting on the bugs as that is a bug and not intentional developer intent and should not be faulted for in a gamejam
currently as is i think its lacking in a few departments.
First is the suspicion meter. not getting caught is good! but the way suspicion is gained is a lil wonky.
if you do nothing the meter will still rise by itself, which i feel is, a lil wrong to say the least.
but if you do everything and keep doing stuff at max meter you'll still win before the second catch bar is filled.
takes around 10 minutes to win if you do everything and i sat trying to lose for a solid 45 minutes! And Still Won! (also if you get the second bar to appear once it becomes bugged if you win and go back in where it never appears again)
Second is the jobs. because as currently they are almost completely cosmetic besides the workplace they go to,, and its, ok,,. but with something you could have like, the maintenance workers fix sabotaged equipment! and you could lure them away from fixing the main departments by affecting the electrical/boiler equipment!. or something like the security officers regressing weight on any workers at abnormally high weights. or the scientists working on a overarching thing like plague inc where you lose if you let it go too far. or the executives limiting the effectiveness of sabotages because its not in "company policy" but doing stuff like the spam mail n overtime made them loosen up on the rulings. (this part is entirely subjective but i think making the player take multiple decisions into account and weigh their options equally would provide more of strategic challenge) (this part is also less of a complaint about the game and more of a "What If" with this part that i think could of been expanded on, its. Fine as of current)
Third is the sabotages themselves.. due to being statistically weird. because of each employee having 100/100/100 in each stat, you'll almost always reach 100% fatness before you reach 100% suspicion, besides the external factors of seeing a heavier employee. (but as stated earlier this still doesn't really, affect anything). you never really have to choose the healthy options because they just stall the game without really helping your suspicion,, and putting on the This is my opinion and idea hat. What if employees had a schedule they followed throughout the day and making everyone immobile was a slow multi-day activity. and taking inspiration from lobotomy corporation for a second,, what if you had a limited resource you could use to lure employees to a specific area, and sabotaging their workplace while they aren't there is how you prevented suspicion rise, , and what if, while their productivity is high they wont interact with a sudden change like "slightly wider seating" to "Gaming Setups". (because with the issue of suspicion is really hard to lower productivity in a meaningful way as well)
Because, the way i read the game's implication is that this was like some sci-fi-ish research facility dealing with Secretive stuff and thats why your infiltrating it. but the employees didnt really, care at all that they got fat with a alot of the writing seeming like theyd rather not work at all.. (maybe there could be a company loyalty rating on the employees and that affects factors ontop fo their productivitiy ? (im spitballing here for fun lol ))
we're veering into the ideas zone now because i Really Like The Idea Of This Game !! but im also a freak about game design and im really passionate about things like this.
You could do something cool like having 1 of each department instead and have a dedicated "Head" of that department which controls a global "Department Suspicion" that leads into "Facility Suspicion". and these could have varying affects depending on how high they get instead of just losing when you fill it.. This could also let you tie a story into the game proper! with dedicated characters , While keeping a majority of the people in the game regular generic workers ! because seeing how the facility reacts to this over the course of a long period of time would be so interesting to see!!!
it'd also be nice to see what the player is,,are they a computer ? virus? hacker? I want to know their motivations behind doing this !!
also as other people have said seeing more interactivity with the backgrounds and facility would be awesome to see ! and seeing how they as they get fatter the more difficult it makes for them to do their jobs,,
Honestly id love to talk more about this if you'd want to,, i can hand over my discord to discuss it..
but tldr :
good game idea, good art, would like to see more indepth gameplay n a story behind everything. i say this out of love of the game , :thumbs up:
Alot of what you suggested were things we originally concepted when coming up with the idea for the game, but 2 weeks of work while still balancing life and all it's demands meant we really weren't able to realistically implement alot of complex systems. Ontop of this, Chubberdy is our only programmer, we put alot of weight on his shoulders to pull through on making the game real, and i'm proud of the result he's gotten! I do agree, the game needs some depth but that's only if chubberdy is willing to continue working on this between the two other projects he has under his wings. I did consider the idea of picking up programming so the workload isn't so uneven next time, but that's only a maybe.
ahh fair fair!, i do really hope its picked up more.
The game was hard to grasp, I really wasnt sure what I was doing, but I still managed to win I guess? Also going fullscreen seemed to mess things up, at least on the title screen. It kind of reminds me of Plague inc. but on a more localized scale. Despite my issues I still enjoyed watching the characters waddle around the office and the art was beautiful as always.
Interesting premise and decent presentation but gameplay felt shallow. An interesting proof of concept for perhaps a more linearly structured gameplay experience, a storyline that sees you working up to sabotaging increasingly larger sections and departments of a big corporate facility.
9/10 I really liked how the characters change appearance in each playthrough—it adds a lot of replayability. I hope you win this jam!
This is a good concept, and it's executed well, but, I dunno, it just doesn't really give a sense that things are actually happening. You just kinda select upgrades and watch tiny(because the UI breaks if you try to maximize the window) sprites wander around while checking the bars in the upper left now and then to see if you're winning or losing, and then near the end they start getting fat wherever you're not looking. Maybe if there had been time to add more visual assets, like the stations changing when upgraded or little 2-frame animations for when a character interacts with one of them, it'd feel more like you were making changes.
I love this
8/10 great graphics
Interesting game UwU
I absolutely enjoyed this one a lot, my run basically had every employee become around 100% suspicious but they all eventually became too immobile to find me heh. Very fun, 10/10 would fatten up an entire building again.
great game would play again
When it comes to games by Chubberdy and Schmidtbuns there always going to be Solid and Very Fun to play overall
This one is very fun and do like the idea you got to say hidden but make sure everyone it big
Overall from me a good 5/5