This game is a puzzle game with three difficulties (corresponding to more or less turns) and gender options.
You have to cram through a packed day of tasks to get a game produced.
I worked in the game industry in the early 2000's, and all of this was very familiar. The caffeine-fueled late nights testing bugs, the feuds, the wheeling and dealing, and the shiny, beautiful golden master CD. I was on the outside of it, but it was intense.
This game is really tricky, and not all solutions are coded for, even fairly reasonable ones.
This game also offers unintentional glimpses into game culture, which also ring true in an unpleasant way. The main puzzle involving a woman executive has her being embarrassed to ask you to open a box that she's struggling with. All women are assumed to have long hair, etc. The penknife you have is a Mexican penknife, about which the game says the following:
"* What's up with the "Mexican army knife"?
Again, no politics, I just needed something that could cut twine but still be flimsy enough to break off after one use. Given the comparatively small size and budget of the Mexican army, it seemed like an easy gag. Plus I got to put in a funny line about a hazy trip to Tijuana."
All of these things that I mentioned were fairly innocuous in the game culture when this is written, but don't hold up to modern scrutiny.