Development Process & Playtesting


Our initial idea for the game was to escape some sort of place. There are many adventure games where you escape a dungeon while avoiding enemies such as zombies. We thought about a mini zombie game, but then we started to look at the asset store and stumbled upon an office themed one. That led us to our idea for the game which is to escape work undetected. While escaping the office there are many ways you can get caught, the most obvious way is to be seen by your coworkers or a supervisor which will question you and tell you to go back. To incorporate this we created an FOV cone for each enemy where if your player model collides with it you will lose a life. The enemies are simple in the way they function as they move back and forth. As people are curious we also created another aspect to the game which is a detection cone level. When you run or move your cone increases and if someone is close enough they will go investigate it. This forces the player to be more cautious about the actions so they don’t get caught. We thought about adding a shooting mechanic where it served as a way to distract enemies by creating sound across the room, but due to the limited timeframe we decided not to include it and focus on other aspects of the game. 

The feedback that we received during the playtesting was that we should include some sort of story line to explain why the player wants to escape work. They also encourage adding music and sound effects so the game feels more alive and immersive. 

Our initial idea for the game was to escape some sort of place. There are many adventure games where you escape a dungeon while avoiding enemies such as zombies. We thought about a mini zombie game, but then we started to look at the asset store and stumbled upon an office themed one. That led us to our idea for the game which is to escape work undetected. While escaping the office there are many ways you can get caught, the most obvious way is to be seen by your coworkers or a supervisor which will question you and tell you to go back. To incorporate this we created an FOV cone for each enemy where if your player model collides with it you will lose a life. The enemies are simple in the way they function as they move back and forth. As people are curious we also created another aspect to the game which is a detection cone level. When you run or move your cone increases and if someone is close enough they will go investigate it. This forces the player to be more cautious about the actions so they don’t get caught. We thought about adding a shooting mechanic where it served as a way to distract enemies by creating sound across the room, but due to the limited timeframe we decided not to include it and focus on other aspects of the game. 

The feedback that we received during the playtesting was that we should include some sort of story line to explain why the player wants to escape work. They also encourage adding music and sound effects so the game feels more alive and immersive.

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