Where to start with this game. I guess the good is the best place for a mess like this. The HTML and Twine scripting is very well done. I only ran into one bug where the manager forgets that you're wearing unisex clothing if you're not wearing her specific unisex clothing. The artwork is mostly good. Most of the characters are kinda ugly unless you're really into specifically 1950-1970 Americana aesthetic, but all of the main characters have portraits. Speaking of ugly, don't let the glaringly ugly clothes that the manager gives you fool you, most of the clothes you get at the mall look decent on the character. You can also increase the xp gain of events so that grinding skills isn't the nightmare it used to be.
Onto the bad. The story has the character rocking an IQ of ~80 as a matter of story railroading. If you ever leave the railroad with any of the numerous false choices you are immediately met with a game over screen with endings that are more jokes than actual epilogues(You leave railroad!?! Grue eat you!).
After your character assumes responsibility for what was obviously a managerial cock up on several layers the railroad has you become a secretary for the most buffoonishly incompetent fake top imaginable that the game keeps insisting is intimidating. Think a female Mr. Burns in her late 30s who tries using words she doesn't understand the meaning of to sound more intelligent than she actually is. From there you have to manage your character by figuring out which mechanics are false flags, and what will actually help you pay rent while making charity work wages at your job. It's important to note that the willpower mechanic doesn't actually do anything past using 2 willpower max per week that can easily be recovered on weekends. There are a few places where you can consume more willpower, but it's only for scripted loss events where the railroad requires that something bad happens to the character so you will fail regardless of how much willpower you have stored up.
I waited a few years to see if the grue ends will actually be filled out, like the description suggests, but it looks like these will remain the place holder "get back to the railroad" scenes that they always were.
3/5 for good scripting, decent art, poor story planning, and subjecting me to female Mr. Burns fumbling around wildly while insisting that the 30 year old MC is too intimidated to do anything about her.
Onto the bad. The story has the character rocking an IQ of ~80 as a matter of story railroading. If you ever leave the railroad with any of the numerous false choices you are immediately met with a game over screen with endings that are more jokes than actual epilogues(You leave railroad!?! Grue eat you!).
After your character assumes responsibility for what was obviously a managerial cock up on several layers the railroad has you become a secretary for the most buffoonishly incompetent fake top imaginable that the game keeps insisting is intimidating. Think a female Mr. Burns in her late 30s who tries using words she doesn't understand the meaning of to sound more intelligent than she actually is. From there you have to manage your character by figuring out which mechanics are false flags, and what will actually help you pay rent while making charity work wages at your job. It's important to note that the willpower mechanic doesn't actually do anything past using 2 willpower max per week that can easily be recovered on weekends. There are a few places where you can consume more willpower, but it's only for scripted loss events where the railroad requires that something bad happens to the character so you will fail regardless of how much willpower you have stored up.
I waited a few years to see if the grue ends will actually be filled out, like the description suggests, but it looks like these will remain the place holder "get back to the railroad" scenes that they always were.
3/5 for good scripting, decent art, poor story planning, and subjecting me to female Mr. Burns fumbling around wildly while insisting that the 30 year old MC is too intimidated to do anything about her.