QA - The Game! by Chartle

Welcome to your new job as a QA Analyst! Don't worry it's more fun than it sounds. You are tasked to report anything wrong in this UNSTABLE game trying to cash in on the vaporwave hype (of a couple of years ago... don't tell them).

Walk around with WASD/Arrow keys, press E to interact with blue objects and click to report any bugs you find!
Note: Some objects do not correctly highlight when looked at. Worry not, they can still be reported if you find something wrong with them!
Post-deadline changes: A couple of UI fixes and making the game work on WebGL
NOTE: If you have any problems in the WebGL version (audio stuttering, low framerate) please try the Windows version (if you're on Windows of course) for the proper experience.
The NPCs were made with Make Human and Mixamo(for the rigs). All other assets were hand-made from scratch over the course of the jam!
Ratings
| Overall | 596th | 3.635⭐ | 54🧑⚖️ |
| Fun | 708th | 3.452⭐ | 54🧑⚖️ |
| Innovation | 323th | 3.702⭐ | 54🧑⚖️ |
| Theme | 639th | 3.644⭐ | 54🧑⚖️ |
| Graphics | 874th | 3.471⭐ | 54🧑⚖️ |
| Audio | 309th | 3.731⭐ | 54🧑⚖️ |
| Humor | 196th | 3.853⭐ | 53🧑⚖️ |
| Mood | 787th | 3.385⭐ | 54🧑⚖️ |
| Given | 47🗳️ | 90🗨️ |
A pretty innovative game over all! Might be worth having some kind of counter or something to let me know if I've already found them all or if there's more. Hard to tell when to stop playing :)
@gabrielgamedev Thanks so much for pointing out the audio spacialisation! I decided it made most sense to only have diegetic sounds for this game, which meant things really feeling like they were in the world mattered to me, and audio localisation is key to finding some of the bugs too (plus I enjoyed stretching my "technical audio designer" muscles on this one.
@chesiq Thanks for the audio shout out! I'm lucky to be able to dedicate almost all my jam time to the audio both in terms of assets and implementation. And I'm also very lucky to have team mates that are willing to make space for sound to be an integral part of the experience!
@burst yeah it's not particularly true to the QA experience :) Thanks for singling out the voice acting, I'm far from a real actor, but these jam games do allow me to experiment a bit in that direction!

Who knew QA is actually hard :smile:
Also in terms of the interactivity thing. It makes sense that you want something to show up when you are not able to interact with something. However, lighting up the whole floor to be yellow when you hover over it gets obnoxious very quickly. Also some small objects didn't even light up, so more consistency here would be great.
Also take my feedback with a grain of salt, as i never managed to really get into the game. I just dont understand how to play it or what the objective was.
A very interesting idea, but there were some issues: Firstly, this thing has been animated incorrectly and it stays at the top of the screen.

# UI
Settings and UI were welcome, but text was too big and was overflowing the button and the sliders were using default unity icons. Also at the beginning the buttons fade in, but the text doesn't change. I know that's difficult to manage in unity, but at least you can toggle them on top. (a half baked solution would be to render the camera to a [render texture](https://docs.unity3d.com/Manual/class-RenderTexture.html) and stack it on top and below the buttons. Then instead of fading the buttons you just fade the top layer). Also audio slider shouldn't display values from 0 - 1 and instead display 0-100%. Some advice: don't use floats to calculate that as they like breaking. Instead, use [decimals](https://docs.microsoft.com/pl-pl/dotnet/api/system.decimal?view=net-5.0) or doubles if you really have no other option.
Another thing was that you can press the quit button in webGL. Aka: freeze the game and have it sit there awkwardly as YOU CANNOT EXIT A WEBGL GAME. In most game jams I have a script that disables / enables targeted objects on certain platforms. Now I've integrated it into my tool qASIC, so you can [see how it works here](https://github.com/DockFrankenstein/qASIC/blob/main/Assets/qASIC/SetActiveOnPlatforms.cs).
# Gameplay
The game never felt unfair (aka there was a "bug" but it wasn't recognized) which I was surprised about, except one of the co-workers that was clipping through the bench in cafeteria (also he didn't have the fancy highlighting). The gameplay felt a little bit choppy on webGL. You should probably turn down the graphics settings for that. Also, in the summary screen I was once able to spot myself as the infamous capsule. The easiest solution would be to just get rid of it and if you REALLY want to know where the player is you can setup a [gizmo](https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDrawGizmos.html).
# Audio
The audio was phenomenal. Everything had a sound effect and the voice acting was a nice touch. I think the steps should be played as often though. That time when you fail really makes your hearth drop.
# Bugs
Another thing I can point out is that the elevator is broken for no reason. Having physics objects ride something is difficult in X and Z, but when we're talking Y then it gets stupidly broken. As the elevator is a closed space there is no need to do that. You can just close the elevator, wait for some time while playing sounds and teleport. If you want the environment sounds to fade out, you can just move the audio listener upwards. Not to mention, you are freezing movement in the elevator so you can quite easily make the player teleport in front of the elevator and have the camera follow it like we did in our game, but once again: there is no need to do that. Looking through your source code I saw some disorganization in your project. Speaking from experience: bad code structure and lack of communication create the most amount of bugs.
Anyways, I hope you found this review useful, sorry for probably useless solutions. Thank you for reading this all the way, I am slowly approaching the character limit.
Good job ! :)
Thanks again for playing and taking the time to write!
PS : love the canteen track!
This is a neat idea. I liked searching for issues, but it was hard to tell what I should report, a cubical on a balcony is strange, but is it an issue? It also might have been nice to do two or tree smaller levels (or more practically variants/versions of the same level), so that the player can learn the novel mechanics from the feedback the game gives at the end of the level (as is it's hard to learn and improve). Well done, on this game!
The running sound feels weird, like I am doing 10 steps by second.
I like the way bugs are fixing themself slowly, it felt satisfying.
The main issue I had is I couldn't really tell what I was supposed select. Of course, the upside down water dispenser was an obvious thing to select. But, for example, I didn't understand why I was able to select some of the people, but not all of them. And when I would select one of them, I didn't get a point deducted for it, which didn't really make sense to me since all they were doing was talking. Was it because they were supposed to be doing their jobs instead of talking? If so, why was I not able to select the people talking in the other room?
Anyways, other than that, I enjoyed this game.