Concept Statement
Concept statement
You’re an overworked, exhausted office worker who just wants a damn password in a world of increasing complexity.
Genre
Arguably educational causal critique featuring type-based gameplay.
Concept Creation / Influences
Audience / Competitive Analysis
For my comrades in arms at the desk, for those frustrated and increasing complexity requirements for IT systems with arguable benefits. For those who do not know what the ~ symbol is called, or which one is the backslash.
Game Treatment
End User Experience is a critique of the increasing complexity of IT systems within professional workplaces. Many users typically struggle to balance Authentication apps for Multi Factor Verification, many passwords with no secure means of management, and increasing requirements. I’ve listened to users complain regarding 12 digit pin requirements, several Multi Factor having passwords be exactly 8 characters with characters not allowed to be in the same position of the past 30 historic passwords. The most frustrating thing of all, having to call the desk to provide a new random password entirely over the phone. End User Experience covers exact that.
Passwords expire, are forgotten and exctra, it happens! When it’s time for a new one, and you may be told to type characters you’ve never heard before, are confusing, or aren’t even available on the keyboard. This is a frustrating experience for all parties and lacks no measurable benefit over recognisable characters.
You are an Office Worker, just getting a password reset. Throughout each level, you experience further and further complexities in the password. Each character is provided via a speech bubble containing the phonetic alphabet or the word, for example “Capital kilo, one, ampersand”.
Difficulty is a product of speed of prompt and how common/recognisable the character is. Score is related to how many successfully inputted password resets prior to failure.
There are two variants of control, with a physical keyboard or henpecking mode. Keyboard is simple, when a key is pressed on the keyboard, the key is pressed in the game. With Henpecking mode, you control the player’s hand and click the keys shown on screen.
The visual style is… Lazy. Think kids first time discovering MS Paint, or Pizza tower but bad. Obviously, the setting and theme is a dreadful corporate office, devoid of life and utterly blood sucking. Basic Audio including keyboard sounds, ambience and background music. If I can con my colleagues into making voice clips, I may.
<Image Goes Here, If not I forgor> Angry Lake
The scope is short, simple, sweet. Simple game mechanical, ideally well-polished with some resemblance of charm. As a corporate slave, I only have time for two things, work and dread work. As such, unfortunately I do not have the time to produce a 120-hour MMO with millions of players, as such I apologise for boring you, Lindsay.
End User Experience
Just a office working trying to get a damn password reset
Status | In development |
Author | Zoey :3 |
Genre | Simulation |
More posts
- DevLog #2 - I Forgor53 days ago
- DevLog Week #1 - Player Movement65 days ago
Comments
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Definitely a unique game idea, that may struggle to fit within the guidelines for the weekly devlog topics, so may need to discuss what each week's topic is in the context of your game. Definitely achievable despite being completely different to the tutorial work. Hen-pecking mode will be funny, and hopefully not too much work to implement the buttons and assets.
I am looking forward to playing this one, to test out the theory that this will actually be difficult when using a phonetic alphabet and character names for special characters. I wonder if you get the main game working of have a mode where everything is reversed, and a password is shown in normal letters and actual symbols, and the player must click on a keyboard which has the phonetic alphabet on it etc