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 История развития персонажа от любителя кофе к зависимости от алкоголя погружает в состояние алкоголика который ежедневно пытается справиться со своими трудностями с помощью алкоголя и все же находит путь к свету. Можно сопереживать персонажу и увидеть насколько он  душевно он воспринимает события которые происходят у  него в жизни он чувствует волнение перед новой работой и хочет начать новую жизнь, но эта новая жизнь привела его в день сурка, где он запивая алкоголем  свое одиночество, пытается притупить боль, за  небольшой историей персонажа, интересно наблюдать. Остальные персонажи, раскрыты и в игре показываются  мелкие подробности их жизни, что хорошо показывает как  движется мир вокруг персонажа. Персонаж  встречает женщину, которая по идеи должна его спасти? Что если добавить обязательную сцену встречи главного персонажа к женщине, а уже после он выходит из депрессии и алкогольной зависимости.

Очень странно, что в игре присутствуют разбросанные по офису доллары, которые заставляют задуматься, стоит ли их собирать? Что если добавить счётчик долларов, кофе, алкоголя. Очень понравился пьяный лабиринт, но интересней было бы разнообразить его. Подсветка предметов очень удобна и помогает игроку добраться к нужной сцене. История развития персонажа от любителя кофе к зависимости от алкоголя погружает в состояние алкоголика который ежедневно пытается справиться со своими трудностями с помощью алкоголя и все же находит путь к свету

Подытоживая выводы, игра может погрузить игрока в состояние алкоголика, который каждый день переживает один и тот же день.

The game is very sterile visually most of the time, but this works great to create the kind of sterile corporate environment. The palette swap was very effective and was even kind of frightening. I also liked the main character's shrugging his shoulders animation as if saying 'I don't know, maybe', which kinda fits his personality. All the office objects are simple and minimalistic, but easily readable and even somewhat elegant in design. With that said, I didn't immediately recognize a + sign as a mannequin head, M in the PM sign looked more like H, and also Jane's model looked a bit blurry and strange. Also, nice choice of the background color for the web page: the contrast highlighted the game space nicely.

I was somewhat confused by the ever-present dollar signs. No text appeared when I picked them up, and they have seemingly had no effect on the game. But they looked especially out of place right after the scene with the mannequin destruction and in the maze.

The story is really strong. An interesting detail: a subtle outline around the edge of the screen makes the office look like a cage with no exit. This is almost unnoticeable, but it creates this claustrophobic atmosphere and foreshadows mental breakdown. Also, it is interesting that the character enters just once and then he sort of never leaves the office, as if his life outside of it doesn't exist. The environmental storytelling through objects that people have left in the office works well to explain the world outside and how it affects the main character. Also, the breakdown itself is striking and is very emotionally truthful. Some of the lines, though, did confuse me a bit. For example, I didn't understand what "mannequin Fridays" means, why is Kevin calling one of the mannequins "bitch" and why are there mannequins in the office for that matter. Also, Kevin's transition to mannequin talking has happened too soon for it to be understandable. I think adding some more events before this would have made his reasons more clear. The maze as a metaphor for alcoholism is great, but I wish there were more details about how exactly Kevin was able to defeat it would and get back to work. I think that the moment at the end, when the outline that surrounds the screen breaks to reveal the exit is really strong. But I've noticed that you can leave the office whether you have talked to Jane or not and this actually gives you a different ending line. While it's nice to make room for different player choices, in this particular moment I felt like the ability to leave the office without making a connection with Jane is making the final statement of the game weaker. Kevin was stuck in the office before, being unable to leave, but now he suddenly can do this with no apparent reason. For me leaving the office without talking to Jane was never a viable or an interesting option, so there's no real moral choice here.

It's a small thing, but on the technical side, I've noticed that some of the dialog lines were interrupted by room transition, which was a bit distracting.

Overall, I must say that this game struck a chord with me. As a fellow game developer, I know first-hand about the mental health issues that accompany this job. And you were able to present them in an earnest and believable way, which is a big achievement! One thing I might suggest is adding disclaimers to the game description that the game contains swearing and depicts such issues as alcoholism, mental health disorders, and depression. But aside from that, I think you've done a nice job tackling this painful issue.