From the creators of last year’s Mr. Worldwide, we are proud to bring to you:
Another Day in Paradise
Your rent is due. Your perfect life of playing video games and sleeping all day while you pretend to be between jobs has finally caught up with you.
Luckily, there appears to be a job opening at a nearby office. No experience? Decent salary? It’ll have to do for now…
Obtain gainful employment and embark on a occupational adventure as you slowly adjust to your new career as an Inventory Technician.
Survive day to day, keeping afloat of an increasingly difficult workflow.
Don’t disappoint your boss. Keep working. Push through the misery. Find your happy place.
Earn the right to take breaks and spend your well-earned paycheck on worthless trinkets.
Discover the secret of this mysterious office…
This is a rhythm game loosely inspired by classics like Rhythm Heaven and Papers Please, Another Day in Paradise features hand-drawn animated cutscenes, smooth gameplay, and, of course, weight gain!
If you get a pop-up that prevents it from running, click “more info”, then “run anyway”.
Controls
Controls are indicated on most screens. In general, mouse to confirm, ESC to close things and go back, arrow keys / WASD to navigate and do the rhythm game. In the options menu you can change the symbols that show up if you’d like to use a controller. Most of the game should work with a controller, but you may need a mouse on rare occasion.
Credits
@Bloopy: Lead Artist/Animation/Cutscenes @Ultranova: Music/Sound,Writing, additional art @Niwatori401: Programming @Sunward: Backgrounds/Art/QA
Thanks to all of our additional testers and thank you for your support! Your feed back would be extremely appreciated!
Immaculate style! I really enjoyed this game, especially its art and humour. I feel like it was a bit too slow at the beginning, though I guess it was necessary for the theming. If I had to make a suggestion for the future, while the face camera for the girl being fattened up is great, it’d be great to have additional cameras (perhaps as purchasable extras from the manager?), so that you could see the girl’s full body from multiple angles.
This was really fun I liked the little trinkets you could buy and mess with my only complaint is that the manager didn’t get her cappuccino maybe if you update the game the player could buy food for her in the shop to make her gain weight for another ending or something idk.
i thoroughly enjoyed this game. the dialogue is quite charming, and I found myself quickly looking forward to the perfectly normal management messages and post-shift conversations that await between days. the music slowly being built up as you work through the earlier days is a nice touch, and the art oozes with character. my only real suggestions would be to give the break area a bit more later on (the trinkets are great, but i found that i’d bought them all halfway through the game, and there’s only so much dialogue to loop through - someone else already suggested purchasable cameras, which would be a nice to build up to), and perhaps a bit for the manager (let her live out her caffeinated dreams!). my only technical nitpicks are that it can be a bit difficult to hit the first note of a shift due to the timer running while the screen fades in and that double clicking skips dialogue (which might just be me, i’ve been playing too many rpgmaker games). though these didn’t take away from this delightfully subversive experience
The character designs are really strong here, and the writing is funny pretty consistently. I don’t know if this was a bug, but on the start of the morning of the final day I messed up badly enough to completely empty the tolerance meter, but didn’t lose. Subversive.
Loved the game! Especially loved the aspect of the game elements slowly fill up your desk (from an empty office to fill the whole screen, Subversive to weight gain) would love if there was some way for the rhythem minigame to show you the upcoming arrow after the one you are currently doing. loved this and Mr.worldwide.
This was very well put together, in terms of mechanical play. I never felt like it was the game’s fault when I missed an input, so the timing was well done. Barely made it through the tedium of the first week though; it was pretty numbing. I am glad I did, but I was expecting a second wall-breaking moment before the end of the game. I guess that was subversive. Good luck, this one is pretty high on the list of games from this jam that I have tried!
I enjoyed this one quite a bit. Had some nice art, sound and story stuff, which I think was the main thing that kept me playing. I’m basically obsessed with anything approaching yuri, so you already won me over there, and the game’s aesthetic was nice. It wasn’t anything subversive, but it had a lot of character.
That said, I want to focus a bit on the game’s mechanics, 'cause that’s the part I think is more interesting to talk about here. Put simply, I don’t think the game took advantage of the rhythm elements as well as it could have. I’m not going to say that the rhythm stuff is pointless, because the music does actually help develop more consistent timing, but the sheer window of opportunity you have ends up hurting what I think the game was going for. feels less like you’re part of the song and more like you’re playing simon says, and sometimes that simon says matches the music.
That being said, this is a game jam, and rhythm games are hard. I know it’s a bit silly of me to expect the sort of simple and effective gameplay of, say, Rhythm Heaven, but that’s sorta where I’m at with it.
Cool project. Hope to see more from you in the future.
Hi. You asked for some subversive feedback, so here I am
Firstly thank you for your work. Even if I sound rude, it’s just a feedback, hopefully constrictive.
— Objective Feedback —
Game pacing
Very long “intro”, where you play 7 days x2 to start story. I kept playing almost by accident.
I suggest shorter sessions, or maybe even combine them with 1 play per day
“Rhythm” game
Sorry, but it’s not. Yes, beat sound plays more or less in sync with arrow prompt screen, but this not really makes it rhythm game and then game progress to multiple buttons per prompt even this arguments falls a part.
— Subjective Feedback —
more personal opinion, take it with grain of salt
Not a fan of main rhythm game mechanics. not too easy, not too hard, but still pretty boring. especially with sessions this long
Not much weight gain shown
Not sure what was behind idea of making game atmosphere so hopeless and doomy
Very little character progression / gameplay changes. Was expecting MC to start eating at some point, or manager, since she constantly talks about it. Some games have little story/character progression but solid gameplay, and for me base game wasn’t so fun to be entertaining enough without something new. For example if at some point you need to eat instead of pressing button, or some new scene visually, e.t.c
You would expect the protagonist to gain weight as the game progresses, but it goes in a pretty subversive direction I won’t spoil. That said, for better or worse, the game accurately mimics an office job. It feels drawn out and dull. Just engaging enough that you can’t auto-pilot, but not enough to be entertaining for the entirety of the shift. Which is an amazing artistic decision, but also isn’t very fun. I really liked the clock in the customer store. Similar upgrades would go a long way in alleviating the feeling of the gameplay loop. Otherwise getting money just feels superfluous. Despite my thoughts on the gameplay, I enjoyed the writing. It was very charming. I rarely say this about a game, but I would actually enjoy seeing more of the writing and less of the gameplay.
Honestly, I do quite enjoy that this Jam entry was much more Game First, WG content later, since it means that main focus (AKA the thing that makes it a game) feels much better.
It’s also been said before, but the “Rhythm” game sort of falls of past day 8 where multiple arrows are shown, at the very least it’s still possible to press both at the same time, but I did have a few incidents where when I did both inputs at the same time it counted as me making a mistake, despite there being a tick mark on screen. But for the last few days where there’s 3 inputs, it’s very much more a “Reaction” game instead, as there’s no way you’d be able to do the inputs in time to the beat.
Overall it’s a solid game for sure and I definitely don’t regret the hour or so I spent playing it and I certainly wouldn’t mind if this game is developed further in the future
I like that it continuously increased in difficulty right up until the end, the story’s certainly a subversive one compared to most 'shady company’stories and the notes at the beginning of every day were entertaining. Also fond of how you get EXACTLY enough money to buy everything over the course of the game.
If I had to criticise something, it’d be a personal opinion. That being ‘I think a certain character first seen several days in never being shown below ‘huge’ lessens the impact. That and I will always advocate for a censored version even if it’s only one picture.’
Couldn’t bring myself to finish it. It’s probably meant to be incredibly dull and a slog, but honestly, I’d get a job if I wanted one. If cool stuff happens later, that’s cool, but day 5 or 6, and I was ready to put a bullet in my brain. Fun aesthetic though. From what I played, I’d give it a 2 out of 5