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It's another perfectly normal day at the office. Receive emails. Forward emails to the people they're supposed to go to. Maybe you'll get to actually do your job at some point.
2nd Place, La Petite Mort - English - ECTOCOMP 2025
| Average Rating: Number of Reviews Written by IFDB Members: 5 |
This may sound crazy, but I actually enjoyed the situation presented here at the beginning, where you're an office worker who keeps getting emails for tasks that should be someone else's responsibility, and the conceit of the game is delegating to the correct person by forwarding the emails. The pacing of the game makes it so that you do this all day and the actual work is skimmed over. I haven't done too much delegation in my life, but I thought it was charming and demonstrated the ideal of working in an environment where everyone has their appropriate tasks, knows what the other people are doing, and can delegate properly.
Apparently a lot of other people thought the start of this game was a nightmare about spending all your time delegating and not doing what you were hired for, so I could be naive or stupid. I always fantasized about working in an office when I was a kid. Yes, I was a boring kid.
I'm thinking about a blog post or internet comment I read years ago, title long forgotten, that was about how communication was completely essential in any organization larger than three or so people. The complexity of communication ramps up exponentially as an organization grows linearly, so any sufficiently large organization with a thousand or more people in it will require everyone to do a non-insignificant amount of communication and delegation to operate most efficiently, and will need special sub-organizations dedicated solely to managing communication and managing people in general. Maybe I'm deranged for enjoying the idea of this, the concept of being a cell in a larger body whose job is to communicate to other cells. I've been thinking a lot lately about how large organizations are like organisms, and organisms themselves are comprised of microorganisms, the patterns of life repeating themselves recursively. I find a certain appeal in the idea of being an eternal organelle in a fluid macroorganism, stripped of individuality, reduced to delegating bits of information between nodes, having no purpose of my own besides pure efficiency... but this is becoming irrelevant to the game, so we'll stop here before I really start digging into it.
Back to the story. The situation goes awry when (Spoiler - click to show)your coworkers start disappearing and their tasks are retroactively assigned to you as if they were never there in the first place. In-game, the disappearances are associated with Copilot, and represent how many businesses have been doing mass layoffs of workers in part due to AI. This is the horror part. If the first part of this game is meant to represent a relatively tolerable state of competent organization and management, this is meant to represent the dark side, when you realize the organism has no reason to care about the individual microorganisms comprising it and will eagerly overwork and abuse them as long as it's advantageous, sometimes even if it's not. Your boss assigns more and more work while insisting you can do it all yourself, and you're forced to accept it because what else can you do, lose your job? In this economy?
The horror is subtle but effective. There are people trapped in situations like this all over the world, stuck doing tasks for organizations that may have once been functional but are now dysfunctional and abusive, unable to leave for a variety of reasons. This game appears to be autobiographical to some degree, so I hope the author's doing alright, along with all the other current and prospective employees out there.
Cuando hablamos de terror solemos pensar en lo sobrenatural, craso error, porque ¿qué hay más terrorífico que el trabajo o la economía?
La narrativa es excelente y la metáfora central funciona muy bien como sublimación de fenómenos que ya de partida son a su vez sublimaciones o abstracciones del trabajo hecho por humanos con todas sus necesidades y limitaciones particulares. A la "productividad" le da igual que el trabajo requiera cuidado, tiempo, experiencia, etc.., ahí radica el terror que también sabe explotar esta obra.
Me recordó a uno de los capítulos del Doctor Who más político, pero eliminando al Doctor y por tanto, cualquier posibilidad de redención. Muy recomendable
Impresionante además que se haya escrito en 4 horas!
This is the last game I'm playing/reviewing in Ectocomp, and is the most-rated one in the comp so far. Having played it, it's easy to see why.
You play as an employee in a firm that seems to specialize in educational software. For some reason, you constantly get emails intended for people that aren't you.
The game was trickier than I expected, and I wasn't paying attention at first, so I didn't know who to forward emails to for a while (which is part of the gameplay). This enhanced the experience, as it got several people mildly annoyed at me and made me feel like we were all playing the same game in multiplayer.
Then, things begin to change. The workload gets harder in ways that shouldn't be possible, and a greater burden has to be shouldered. The ending is ambiguous, which I liked.
Unlike most petite mort games (which tend to be quick sketches of games due to the time constraints), it seemed to completely polished and fully fleshed-out, which makes sense as it seems to be scoped well (with a system that doesn't require much branching, if any, but still rewards interaction by having you guess who to forward an email to).
A great game to end the competition on!
A short and poignant description of a terrifying future where support and co-operation gradually slip away day by day, where pressure to perform rises uncontrollably, where individuals are expected to do more and more with less and less resources, where conforming to professional standards and keeping up one’s mental and physical well-being are wholly the individual’s personal responsibility.
…
…wait…
…
Did I say “future” ?
...
Do it yourself.
It's another entirely normal day at the office. Time to sort through your emails.
You work at an office that processes print orders and provides services for online content. Everyone has their job. Jeff, for instance, covers printing. As for you, it’s implied that you work in Editing. So why does everyone seem to think that your job revolves around juggling emails?
Oh, and something odd may be happening with your coworkers…
Every day I get emails is a Twine game and an Ectocomp 2025 submission in the La Petite Mort category. (I love the cover art.)
Gameplay is linear and occurs over several days. It consists of forwarding a stack of emails to the right colleague, and these colleagues are spread across multiple departments. Sales. Tech. Accessibility. And so forth. Why do you even have these emails? No idea.
Send to Caroline
Send to Enrique
Send to Jeff
Send to Sushila
The act of forwarding emails to the right colleague is superficial. Forward a tech-related issue to Enrique? He’ll forward it to Sushila for you. Aside from feeling pleased at remembering who works in what department, your choices here don’t affect the gameplay’s trajectory.
Instead, emails are the mechanism through which the plot unfolds. Initially, forwarding emails is followed by the bliss of knowing that they’re no longer your problem.
You forward the email to Jeff. Now you don't have to think about that anymore.
(Spoiler - click to show)Until your coworkers vanish one by one. If you forward an email to them, the system acts as if they never existed. If you bring this up with your boss, he claims that he does not know who you’re talking about. In fact, he claims that these so-called coworkers’ jobs have always been your job ever since you were hired. You must be slacking off.
This kicks off a trend that continues for the rest of the game: Each day, a coworker vanishes without a trace, and each disappearance means more work for you. To top it off, you seem to be the only person who notices.
Now you don't have to think about that anymore.
Such irony.
And while you might consider the possibility that it’s all in the protagonist’s head, there are external signs that suggest otherwise.
…the fluorescent light flickers even more erratically. You wonder if the office chatter is quieter than usual today…
Will you be next?
After every coworker disappears, you visit your boss again. He dismisses you and recommends that you balance your responsibilities with Copilot. Because that’s going to help. And so, all you can do is return to processing emails and wait for your turn to disappear. The game then ends.
The way it ends could have been smoother. It simply ends with “Return to start” which felt abrupt. This clunkiness gives the feeling of, oh, the game’s over? ok then.
I must admit, I thought there was going to be a big twist where it’s revealed that your boss murdered or is behind the disappearance of your coworkers and is pretending not to know who you’re talking about. That said, I think the existentialism of endless office work and the protagonist’s quiet acceptance of their looming demise is just as horrifying.
Appearance-wise, the game uses a basic light blue background similar to the cover art. In fact, its cover art was initially what attracted me to the game in the first place. These multiple shades of blue make my spine tingle. There is also a cream text box with rounded corners, and this looks nice against the blue background.
To conclude, Every day I get emails is a blend of horror and humor set in an office. It has simple design, linear gameplay, and an uncomplicated story, and yet, it has suspense as (Spoiler - click to show)we slowly realize the implications for the protagonist as their coworkers steadily vanish.
However, while I enjoyed it, I didn’t find it to be particularly earthshattering, either. I think the ending could be more fleshed out. Then again, the author only had four hours to make it, and it definitely feels like a finished product. So, take my criticism with a grain of salt.