Lunch break review - Mid February

posted in kseh's blog for project One Day
Published February 17, 2011
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Just one quick game review today that I should've put up last week. Since it's later than I intended, I figured I should include both the initial impression I had and my impression now.

Previous reviews can also be found on my website here.

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Corporation Inc. By: ArmorGames.com
Played 2011-02-09 on Addictinggames.com
[sup]K. Helfenstein - 2011-02-17[/sup]

This game seems to have been inspired by somewhat by Sim Tower. Build sections of office space and hire employees to run a button pushing corporation. Various types of employees (I've seen 6) have different roles in keeping the corporation running and growing. Various upgrades and building additions are needed to keep employees happy. I'm thinking that at some point the game will become mostly about ensuring that employees have appropriate access to whatever they need as the building is built higher and higher. The simple goal of seeing how high a tower can be built essentially supported by the backs of workers is sufficient to get my interest for awhile.

Maybe I should've posted this awhile ago. I was pretty excited by this game when I first tried it. I wrote the review shortly after that first trial and then later had a chance to sit down with it for a longer play session. The result was a bit of change in my point of view.


Will I play it again?
(2011-02-09)
Yes. I think this game has hooked me for awhile. I'm not sure how long I'll play until I get sick of it, especially since it looks like it's a game without an end, but I intend to find out. I think it's the way that different employee types and the building logistics seem to form little systems that has got me wanting to play this game. I suppose it t could also be something about having a bunch of virtual employees at my command as I sit at my desk on my own break from button pushing. The UI for the game does seem to be a bit unintuitive. It took quite awhile before I realised where I could find descriptions of the worker's thought bubbles. Also I've had issues upgrading things and generally with the way employee info is displayed in pop-up windows when you click on them for details. But I think I'm inclined to try and not let those things get in the way.

(2011-02-17)
Maybe once in a bit. I've gotten used to the UI issues and it's still cool to be the one that hires all the employees but there's really no logistics to manage or much of anything to do other than to spend the money that the employees make. It could be that when I expand the tower that I have the magic ratio in mind to keep everything running smoothly. But once I have a fair number (it's obviously not all) of the upgrades, it seems like I would specifically have to try to create negative situations. I suppose it's not entirely unreasonable in that I can imagine it becoming a nightmare to keep up with managing employee happiness as the employee count grows and grows. But there's a point where I found myself wondering, where's the challenge?
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