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About the StoryHow long is half an hour when you are bored and miserable? How about when it's Monday, and it's 16:30? How about when you're in love?
7th Place - Casual Gameplay Design Competition #7
Jay Is Games
The author, Mordred, is clearly as bursting with ideas as the player's avatar. In most IF games, the game designer is content to give you some evocative description, a compelling plot, and some clever puzzles. Easter eggs have a long tradition in IF, but Monday 16:30 takes it to the next level. You can find 6 cliches of the escape the room genre, 13 footnotes (including a footnote with its own footnote), and there are a number of hidden mime commands you can unlock as well. The final puzzle has three possible solutions, and on the way there you can try a surprising amount of avenues for such a limited and boring space. Most of them won't get you anywhere, but you'll almost always be rewarded with a witty comment.
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[...] its theme, a good chunk of the writing, and the goals are all so fun that most players with any patience (or those who don't mind seeking hints or looking at the walkthrough) can expect to enjoy the game. I think that with some more playtesting and filing off the bugs and sharp corners, this could be a fantastic little one-evening, no-mapping game.
-- Irfon-Kim Ahmad
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Number of Reviews: 3
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You play a bored intern trying to kill time until you can leave work. That's an over-simplistic description; the plot thickens quickly as you attempt to win the attention of the girl in the office block opposite without leaving the room. Depending on what you're doing, time passes at different rates; you have a time limit towards the end, but it's fairly flexible and if you think fast and don't waste your turns you're unlikely to run out. The writing is technically accurate most of the time, and will have you laughing out loud in many places. Since I usually abandon puzzly games early on, it says a lot about the quality of the writing that I was willing to persevere to the end just to read more of it. Unfortunately, some of the humorous passages get repeated often (particularly the message when you (Spoiler - click to show)drink too much coffee) and they began to annoy me after a while; it would have been nice to have the message be shorter and simpler after the first viewing.
Monday, 16:30 rewards patience. The opening, which is a railroaded menu based conversation, is extremely unpromising, and I'm still not sure why the dialogue is in italics. It's easy to get stuck close to the start without hints, since the game doesn't give you much of a clear direction. Give it ten minutes, however: the writing and the sheer silliness of some of the situations are well worth the effort.
The puzzles pretty much all involve the same thing: manipulating paper in different ways to achieve different ends. From origami cranes to giant A3 paper planes, it's amazing what it's actually possible to do. The programming must have been a nightmare, but it works well. The special disambiguation when you have too many pieces of paper is a nice touch. The one room of the game is split up into separate areas; this isn't really necessary but it gives a nice sense of where everything is placed. The built in hint system (a miming gnome) is brilliant, and challenging to use in itself. Unfortunately, it's actually impossible to complete the game without using the gnome hints. (Spoiler - click to show)You need to speak to the gnome at least once to learn a miming action you need. Even when it's theoretically possible to solve some of the puzzles without hints, you'd need to read the author's mind to be able to do it without the gnome. Since I was leaning on the hints anyway I didn't mind, but those who like to solve puzzles themselves may dislike this.
Overall, Monday, 16:30 is a fun puzzlefest that's really worth a play. It shouldn't take more than two hours to complete. I look forward to seeing more of this author's work!
Luckily the coffee machine acts as a hint box.
The game is very fun and challenging. It doesn't get too hard, though, since there are hints. The hints themselves almost require some puzzle solving, as they come in the form of a hallucination you have.
The game has some interesting functions, such as folding paper into various origamis, or mimeing to people to far away to hear you.
The puzzles come at you one at a time, and the game rewards you (in the form of easter eggs) for doing standard "ESCAPE THE ROOM" tropes (such as looking underneath things).
The game is very challenging, since the room isn't very well described. Well, it is well described, but not all the available manipulatable objects are easily identified as such. For example, there are 3 cubicles, but you don't know how to refer to them until you say go to cubicle, at which point the game asks you which one you refer to.
The game has some conversation bits that are more like cut-scenes, as your choice of words has no bearing on what happens, and the game overrrides your ability to say your chosen phrase by having you interrupted or saying nothing instead.
Still, I am a fan of these puzzle based games, and I found this very fun, if challenging.
Mordred did a great job in designing the intriguing puzzles that face the player in this "escape-the-daily-work-routine" game. The humor is great and gives pace to the adventure. Extra notes and comments broaden the context of the game, stimulating curiosity and making great use of the litte setting the game takes place in. The puzzles and tasks are original and quite unique.
I've found the story absorbing like a sponge, and the player is given ample space to try-out different approaches to reach the final goal -- which keep involvement high and frustration low. There are no dead-ends and the author deviced some "spontaneous hints" in case the player starts moving in circles.
Game completion can take anything from half-an-hour to less than 2 hours.
Really worth playing.
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