Angry Interns: the pursuit of cake Google Chrome Download Blog I'm starting development on Google Chrome using HTML5/CSS3/JS for a few reasons but mostly because it's what I'm familiar with so it allows me to quickly make changes and iterate. Once the game stabilizes I'll probably port it to Flash, iOS and Android...assuming I can get at least ~5k downloads on the web version. You can see some of the basic mechanics in the video or the blog. I have upgraded the design since posting the video so it isn't quite as bleak. Here are some of the problem areas I'm running into: 1) Design - I spent a few hours yesterday creating a new background and upgrading a few buttons. I just want to get this to a passable state and really focus on some of the other areas. 2) Getting Started - I realize this is not exactly a traditional interface and I haven't gone through great depths to explain everything. Ideally, I want an interface that is easy to figure out without going through a guide but since I'm trying new things with the interface it can be very confusing. I need to balance the 2 extremes with better unobtrusive tips and definitely better visual queues when you trigger certain events. 3) Sense of progression - I've thought about doing stages/levels where your office gets progressively more advanced as you progress through the game. That is a pretty dramatic change so I'll probably not go that route until the sequel. I am doing small things like displaying a set of icons next to your departments as you create new products, cake tech or marketing. I also have a green number flashing between turns to show how much you gained for the last day.(needs to be bigger) If I could get ideas on small things I could add to give a stronger sense of progression that would be great. 4) Events - Right now when a new event happens it is displayed as text in the tips section. This is terrible. As you play you very quickly become blind to that section. So even when new things are happening the whole thing still feels very monolithic. I was thinking about having an animation quickly popup over the office for the corresponding event. Maybe if you develop a new product there is a large image of a moving product with giant text saying "You just developed a new product worth $7 per day!". At the same time, these events/animations shouldn't take too long and block you from what you are doing, otherwise they will quickly get annoying. 5) Theme - I received a lot of criticism for going with a cake theme. It seems that people are taking this as a rip off of Portal. Also, people aren't happy about the name being similar to Angry Birds. To be honest, I've never played Angry Birds before creating this game. I did love Portal and the use of cake in that game but that was only partial inspiration for the use of cake. We've also had this running joke at the office where people think they can buy me off by bringing me cake. Either way, I think the release of Portal 2 is somewhat unfortunate as it makes the cake reference suddenly seem very unoriginal. I'm considering pulling back from that theme slightly. Sequels will also probably not use the term 'Angry'. I'm already working on a game called Intern RPG. 6) Hover Frustration - The hole concept for this game stemmed from an idea I had about using hover actions to sort a large number of items. I do think there is something to this concept but there are frustrations that I need to iron out. Any ideas? 7) More Options - I want to make the game more strategic by offering more ways to generate revenue. At the same time, I don't want to make the game too complex to use. One simple idea is to add 2-3 upgrade options. Any ideas for interesting upgrades? As you can see, the game is still very much a work in progress. In total I think I've spent a little over 2 weeks working on it. I feel like there is a good game inside somewhere. I just need to keep iterating until it gets there. Thanks for any time you spend play testing and for your feedback!