Office Day
Concept
A choice-based narrative game, with no violence. You are a Game Designer working at a large corporate game company. You are trying to survive with a diabolical boss, unhappy coworkers, and low pay. You want to establish your own company, a dream that everyone has, but the decisions you make on this path will be very important. Do you want to be a successful person or a happy person? Will you be able to manage your life while trying to solve this dilemma?
- Over 40k words of interactive fiction.
- Real-life story
- Audio and visuals express to your depression.
- Two endings.
How to play
- While playing the game, you have to make some choices. You can make your choices by clicking on the colored texts.
- In some parts of the story, you need to determine the names you want to use.
Inspirations
As the game's designer, I've spent a long time working in both corporate companies and gaming companies. Although working in the gaming industry has always been my dream, the job I did could never live up to my dream job. I could never fully love my job because of other people's bad attitudes. Badly behaving bosses and coworkers who didn't want to work always made my job seem lacking.
That's why I resigned from my job and decided to pursue a master's degree. In fact, "Office Day" is a game that tells the story of my life. It narrates the life of a person who leaves their company to start a game company, and in essence, "Office Day" portrays the challenges faced by people working in large corporations. It also explores how becoming successful can turn you into the person you never wanted to be.
Goals
The primary goal of designing "Office Day" was actually to show how much difficulty people face in companies. I showcased how sad it is that one can never resign due to financial concerns, even if they dislike their job. Not everyone has the financial means to resign from their job and pursue a "Master's Degree" or "Start Their Own Company."
Working under tough conditions without having time for anything else demonstrates that people are forced to adapt to this system. Even though employees complain about these working conditions, when they become bosses of their own companies one day, they also fail to create a happy environment for their workers. This way, we enter an endless cycle where people can never work happily.
I aimed to convey that breaking out of this endless cycle is not always sufficient by just changing one's own mindset; it requires a change in everyone.
Contributors
Story and Design: Cuneyt Cakir
Images: chatgpt-4
Audios: https://soundbible.com/
Gameplay Video Background Music: Revival - by AShamaluevMusic
Status | Released |
Platforms | HTML5 |
Author | cuneytcakir |
Genre | Interactive Fiction |
Made with | Twine |
Tags | 2D, Life Simulation, Real-Time, Twine |
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