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Just another surreal day at the office, February 25, 2023 Update Was this review helpful to you? Yes No Remove vote | Add a comment
Comments on this reviewPrevious | << 1 >> | Next prail, February 18, 2023 (updated February 19, 2023) - Reply Dear K. M. Car, Thanks very much for your thoroughly amusing and thoughtful review of my lightly surreal IF game, Cubes and Ladders. I appreciate that you played through the game multiple times to experience various story options in detail. You made some excellent points in your review, and if I revise the game, I will heed your advice to turn it into a 5-star game. A couple of comments and easter eggs you will find interesting. 1. You indicate that you can reach the storage room (Spoiler - click to show)when the guard is awake. This is not so. You must bore him to sleep by showing him the newspaper, year-end report, or evaluation before you can pass south. 2. You can open the (Spoiler - click to show)maintenance compartment on the Complexifier with the impact screwdriver or the laser pointer. 3. There are two ways to die. (Spoiler - click to show)You can stand on the office chair in the marketing storage room or you can (Spoiler - click to show)try taking the frayed cable in the damp tunnel. This may have been how (Spoiler - click to show)Max Prophet Sr. ended his earthly career. 4. I'm pleased that you agree that the artwork helps the storytelling. In our age of nascent AI-generated artwork, I added digital art from https://dream.ai/create based on descriptions from the game text. 5. Max Prophet Sr. was based on a real person--a finalist in the Westinghouse Science Talent search of 1950 who built a tic-tac-toe machine as described in the magazine clipping. Here a museum curator talks about him https://youtu.be/4sDYK4hDwAM?t=601 Kinetic Mouse Car, February 20, 2023 - Reply Actually, you can (unless I am totally out of it) (Spoiler - click to show) bypass the guard without the step of making him fall asleep. I'll show you by copying and pasting the parser text. This is NOT me being sassy, but if your intent was for the puzzle being mandatory, I figured that you would want to know about this. CF-5 You're in a maze of empty cubicles. You could get lost in the sameness. > ne Cube Farm CF-4 You're in a maze of abandoned cubicles. You could get lost in the sameness. You can see a security guard here. The guard says, "Sorry, but this area is off-limits, kid. You'll have to go back." >i You are carrying: an evaluation sheet a year-end report The guard says, "Minimax is a great place to work in spite of punks like you who break the rules." >n Cube Farm CF-2 You're in a maze of deserted cubicles. You could get lost in the sameness. > w Cube Farm CF-1 You're in a maze of vacant cubicles. You could get lost in the sameness. You can see a Buddha poster here. > se CF-6 You're in a maze of vacant cubicles. You could get lost in the sameness. The buzz and flicker of fluorescent lights surround you. >e Cube Farm CF-7 You're in a maze of deserted cubicles. You could get lost in the sameness. You can see a Storage Door here. > x storage door On the door, it says "Storage Area - Authorized Personel Only." See? All I had to do was start at CF-2, go west to CF-1, southeast to CF-6, and then east to CF-7. You find yourself at the storage door. Not sure what's up with that. I hope that feedback helps. Dying: At first I thought you meant there was a (Spoiler - click to show) chair in marketing storage until I realized that you could move the chair from your cubicle into the storage room. I never thought of that. Obviously standing on a rolling chair is never a good idea. I was aware of the other dying ending in the tunnel. If you want to tighten the parser a bit, consider including "touch cable" as an equivalent of "take cable." >x cable A high-voltage cable frayed from years of neglect and damp conditions connects the Minimax adding machine to the black panel. >touch cable You feel nothing unexpected. I was expecting to get ZAPPED! I had no idea that the laser pointer could be used on the screws, that's a creative alternate solution. Actually, when I first tried it, I died because the Complexifier was on (I was experimenting by feeding the machine with paper objects. That's why it was on since it normally turns off after you create the Complex Report). Perhaps you'll climb the corporate ladder more successfully in your next life. Who knew office work could be so dangerous? Finally: The picture (taken from the magazine) on that slide looked awfully similar to the (Spoiler - click to show) artwork in the research lab. Or maybe that's just how the art turned out. Looks good either way. And the fact that (Spoiler - click to show) said magazine article made it into the game itself is equally as cool. That's a small detail I would probably have never learned! Merging interactive fiction with history is always fascinating to see and experience. Thank you for sharing that with me. Kinetic Mouse Car, February 21, 2023 - Reply I am pleased to report that A, I could no longer sneak around the guard (I made sure people know this now), and B, I was (Spoiler - click to show) thoroughly zapped when I touched the cable! prail, February 22, 2023 - Reply I took your advice and added various refinements to the game. 1. No (Spoiler - click to show)Oreo in the Story-o. (The Oreo was a red herring, so no need for clutter) Gone. 2. No need for the confusing(Spoiler - click to show) "wait until [time]" step after you receive the layoff memo. Instead, the gameplay is more explicit and ticks the time automatically while you ponder your fate in the gallery. It even shows you the layoff memo and offers a hint to assist you in your next step to take in the adventure. 3. The flashlight (Spoiler - click to show)may still be weak, but the laser pointer is available if the player cares to visit the adjacent conference room after the executive meeting. 4. I added an additional(Spoiler - click to show) ending (with corresponding artwork) rather than cramming two together. Now there is a different ending for getting fired vs. getting laid off vs. winning vs. dead. This also fixes the concern over receiving a glowing recommendation from the boss. Note: (Spoiler - click to show)to get fired just type "wait until 5:00 PM" at the game start Note: to take the layoff path, deliver the complex report to the boss before noon. Then type "wait until 5:00 PM" Thanks again. Your suggestions helped improve the game experience. Kinetic Mouse Car, April 21, 2023 - Reply One last thing. As you can see, I updated my review. It highlights the creative process of revision and feedback. But it also occurred to me that authors sometimes like to have a standalone copy of a review to use when showcasing their game. I suppose I should paste this into my review, review part. It's just getting cluttered, that's all. For now, let's see if this is helpful: (I did not rewrite it, only removed the parts that were obsolete after you excellently revised the game.) In Cubes and Ladders, you play as Jordan Michael, a tech support employee. You work at Minimax, a company that used to be a rockstar... in the realm of selling copier machines and other office-based technology. Since then, Minimax has lost steam. To compensate, management switched its specialty to providing financial services. This has proven to be a mediocre band aid. Now, Minimax has started another round of downsizing. Rumors of layoffs have begun to circulate amongst the few employees the company has left. You are one of them. (Reminder: You have a meeting with your boss at 9 AM.) Gameplay I have played a variety of takes on the office game genre, whether they are realistic slice-of-life stories or plotlines where the staff are supernatural creatures. But I cannot recall ever playing a surreal office game. This was not something I considered until I saw Cubes and Ladders. In some ways, Cubes and Ladders is your typical office game (my boss wants to me to submit a report by noon) but it more ways, it is not. And if you are expecting a surreal trip down the rabbit hole, you will be disappointed. Instead, the game opts for a more subtle approach to the genre. And that’s just one reason I enjoy it. The start of the game perfectly captures the essence of an office game: your boss is miffed at you, she wants a revised report turned in before noon (which means you have a time limit), there is a clock at the corner of the screen as a reminder, and there are some rumors about the company floating around the office. First time through, I thought this was going to be a game where you complete a series of tasks for your boss and/or upper management to earn their favor. Cubes and Ladders soon departs from that. Your boss gives you an evaluation sheet explaining why your yearly report is so horrible. Immediately, the anxiety starts crawling in because she wants a revamped report in a few hours. Fortunately, the surreal office setting has some tricks up its sleeve. The answer is as simple as (Spoiler - click to show) making a copy of the report, but Minimax does not build bland office machines. Entering the storage closet opens a realm of worldbuilding as a plaque on the wall explains Minimax’s achievement of the Complexifier. An old photocopier with a standard paper feeder and exit tray above and a maintenance compartment below. The machine hums away oblivious to its obsolescence. The Complexifier is currently switched on. Apparently, the machine transforms the contents of the report itself, so it is more exciting, more informative, more… you know, content. Your boring report is now a Complex Report. The report is overflowing with buzzwords, colorful graphs, and projections. It's a voluminous presentation explaining the year-end performance of Minimax Inc. It's substantially thicker than the original. We now know that the game’s world is not bound by normal physics. Machines can alter the written word itself. It reminds me a little of the machines in Counterfeit Monkey (be sure to play that next) that change the spelling or meaning of your word to create a new product. It was here that I realized that Cubes and Ladders was not your typical “office game.” I feel compelled to share this: Never have I encountered a cubicle maze that was kind of… nice to explore. In a calming and/or hypnotic way. It has atmosphere, a surreal dreaminess with an undertone of corporate monotony fizzling away in the background. Soon there will be nothing. It’s just you, wandering around a desert of workstations. You're in a maze of empty cubicles. You could get lost in the sameness. The buzz and flicker of fluorescent lights surround you. The writing conveys the mind-numbing monotony. But the artwork is what kicks in into a pleasing effect. The space becomes interesting. Combined, these formed a unique cubicle maze that I liked to get lost in. Wait, there’s a cubicle maze? No, there’s no maze in this game. At first it seems like a vast, sprawling map, but it is considerably smaller after you take a few random laps. Nine locations in the maze, plus two storage closets. I made a map, but only because I felt like doing so. I didn’t need to. A far cry from the cubicle mega-maze in Above and Beyond! Still, at the end of the day, a cubicle maze is still a cubicle maze. The sticker features a cartoon lab rat holding the message: "Life is a maze we never escape." So true. Including in this game. Story The story is partly hinged on the circulating-rumor-in-the office concept, but it goes in unexpected directions. Fact is, Minimax is on the decline. When you hand in your revised report to your boss, (Spoiler - click to show) she gives you a memo that confirms that Minimax is laying off the remaining cubicle workers, including you. Sure, you get a severance package, but is that what you really want? You can choose to dig deeper. There has been a change in management. Max Prophet Sr. was the founder of Minimax and a master at creating office machine inventions until he died in a work-related accident (it truly was an accident; in case you were thinking otherwise). The business has been handed down to Max Prophet Jr. who does not even pretend to know what he is doing. He fully admits to being unable to match his father’s potential. If only a clever employee would get the ball rolling… Message: you can save Minimax. But you won’t accomplish it by sitting around your cubicle waiting for the workday to end. I welcomed this opportunity to find more Minimax inventions! I think the winning ending could have been a little more drawn out to see the impact of your discovery, but that’s just wishful thinking. You become innovator of the year with an office, but I wonder how long that will last. All you did was combine preexisting tech to complete a machine. I just hope Jordan Michael has what it takes match the founder’s legacy. What the heck, it’s still a good ending. Characters We do not know much about Jordan Michael aside from a few fun facts provided when you examine yourself, but that’s okay since the game is directed as you (the player) rather than the protagonist’s identity. I suppose the name could be either male or female, so I’m just going to say that the character is gender neutral. The NPCs in Cubes and Ladders are like fixtures of Minimax itself, creating a fatigued, fleeting atmosphere that goes well with the story and setting. This bleeds into the gameplay, making character interactions more passive. For example, there is a guard in the cubicle maze who will prevent you from going south, making it seem like there is something important down there. What do we find? More cubicles. He is not guarding anything at all. With Minimax downsizing, there is no need for someone to guard an empty cubicle farm. His job is obsolete. And yet, he’s been an employee for almost two decades. There is a sense of clinging to this identity as long as possible. We see this trend in every character. Ray too has been a long-term programmer and muses about the company’s heyday. He almost regards himself as a cynical relic of the company who, despite his contributions, is not exempt from the possibility of being laid off. Meanwhile, Rich is an experienced employee who is 110% a team player, loyal to Minimax, and proud of it. While he is less likely to be laid off thanks to his position in financial sales, there is still an underlying anxiety about being let go. I liked this portrayal of the NPCs because it alienates the protagonist (you’ve only been there for a few months, newbie) who is the only one moving around in search of a solution to Minimax’s problems. When face-to-face with an NPC, you never feel like you are being heard, which is partly the point. Every turn count, NPCs will spew work related but meaningless fragments of corporate buzz words, idle workplace chat, and self-absorbed ramblings about reports, profits, and Minimax products. The tradeoff of having detached NPCs is that interactivity is reduced. I do wish they could respond to more dialog prompts. My favorite leave-me-alone line was, "'Run along, kid. I'm busy losing money here.'" Visuals The writing is good, but not enough to stand on its own as a surreal game. The visuals bridge the gap to make the storytelling excellent. Every location has a visual that appears upon your entrance. A few appear to be heavily filtered photographs, but most are illustrations made with different mediums. My favorite ones were the office building at the start of the game and the drawing for the storage closet. I loved the art, especially how it portrays the characters. People are silhouettes. You never quite see their faces, and if you do, it is a distorted appearance, often cast in shadows or strange angles. For example, when you first enter your cubicle for the 9AM meeting, you see your boss at your desk. Your boss is sitting impatiently in your office chair. The artwork shows her seated and facing away from you. Her outline is an angular haircut paired with a sharp business skirt and top. The shadows make it where you can’t quite tell where the chair and her body begin and ends. It is all melded into one figure. This visual left a strong impression on the character that the sentence could not convey on its own. Final thoughts The entire time I kept wondering when the ladders would come in because the “cube” part was covered by the cubicles, but the second half of the title must be a symbolic reference to the corporate ladder concept. Makes sense. But yes, Cubes and Ladders was a great experience. I would recommend this anyone, not because I think that everyone will like it, but because it offers something new for the surreal genre and “office game” concept. Besides, the gameplay is light. I’m not trying to lure you into a puzzle-fest extravaganza. If anything, try it for the visuals. The surreal elements simply pulled me in. Artwork, setting, characters, Minimax gadgets, you name it. I hope the author continues to produce work like this. It is a great piece of surreal interactive fiction. Kinetic Mouse Car, February 25, 2023 - Reply I had a lot of fun replaying this game to see the new changes. I must hand it to you, the upgrades worked perfectly. You have made every effort to use my feedback to improve your game, and I am impressed. I love it when people do that. I don't see any reason not to give Cubes and Ladders five stars. Congratulations. The review will be updated accordingly. (Spoiler - click to show) I'm glad you took out the Oreo. It felt weird having one randomly sitting on your desk, melting away. I had a feeling that the protagonist's boss was quietly judging them for it. She would never leave a melted Oreo on her desk. Nice work with the scene after you hand in your report. Considerably more user-friendly. It establishes a clear objective: find the lab. There’s no mistake on what to do next. Adjusting the time mechanic also provided needed clarity. And of course, I'm glad the glowing recommendation letter is worth something after all! I liked that the art for the original fast-food ending/you are fired ending was switched to the layoff ending, and that new artwork was added for the fast-food firing ending. Adds appropriate ambience. Great game! |