Overall, really well done game. It’s impressive that a writer dove this deeply into SugarCube. The terribly formed company policies immediately got me engaged in the story and gave a clear picture of Paul.
Before switching into game development, I spent 12 years as a manager at different coorporation, and you nailed some of the archetypes you inevitably encounter. Paul is great. The boss who thinks every idea of theirs is great without considering the consequences is all too common. Every office has a gossip queen who doesn’t see gossip as a bad thing, so Sina is perfect. The two characters I would rework are the player character and Nina. Unfortunately, HR’s job isn’t to protect the workers; it’s to protect the company. I could have used a few emails I was a part of where I started off protecting the company. It would make my switch to protecting the workers more impactful, and it’s more closely aligned with the HR mindset. Nina’s character is strong in her opinion, but she doesn’t talk like a lawyer. The swearing is fine, but it’s lines like “(lol, most of the time isn't)” that make her feel like a first-year law student and not a lawyer.
The story goals were clear. Having everything I need to complete in the Tasks area was great. It was a bit confusing what “add to notes” did, so having the notes added during gameplay dated as “today” would help.
The art was beautiful and gave me a clear picture of each character. The art style for the Employee Database and the Accreditation badge doesn't quite match. I’m guessing one artist did the employee pictures and one did the badge and elevator, so just having a few art references beforehand would help make the style consistent.
Congrats on making such a complete game in a short period of time. It was fun to play, and it's impressive that you wrote and programmed a bug-free, compelling game in that short period.





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