
"QuitToday" is a beat ‘em up game around the workplace theme. You will step into an epic resignation adventure and kick your colleagues' asses.
Modeled estimate, not a reported figure. How we estimate →
About
The story begins on an ordinary morning when you arrive at the company as usual, only to discover that all your colleagues believe you're about to resign. They see you as a traitor to the company and gang up on you. To figure out what's going on, you embark on a journey to protect yourself with your briefcase. After witnessing the darkness within the company, you decide to quit by defeating the company!
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Encountering absurdities in different departments is absolutely normal. Those who are too stubborn and can not be communicated with a mouth will take a fist instead. Take that, my briefcase!
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During your journey, you can freely choose skill sets and maximize the benefits of randomly acquired resources. You are the master of working.
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Even in the darkness and dispair, you'll encounter partners who shine like the morning sun.
You can call them for support during battles, and in their departments, you can enhance combat abilities or improve the company's working environment.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese, Simplified Chinese, Korean
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
While a great project for what is essentially a one man effort, the combat is severely flawed and suffers from a multitude of flaws that damper the enjoyment and contribute to its pervasive feeling of stiffness. Also, only in the demo does the game allow you to cancel dashes with attacks by jumping and then attacking during a dash. This technique that made combat more fluid was axed from the paid release. It would have been nice for the developer to update the demo so that it was more representative of the final game. - Attacks barely have any forward travel making it a nuisance to attack enemies slightly away from you unless you use dash attacks - The super has a deadzone in front of it making it null in utility when dealing with enemies that are right on top of you - Ending lag on dash when you want to attack out of them - Dash attack input delays your ability to use a regular attack out of a dash - Follow up moves that don´t connect properly on the opponent, like "upload lv2" - No way to see a demonstration of skills you want to acquire - Charge attacks force you to attack once to transition into a charge rather than letting you hold the attack button and instantly start the charge - Hyper armor enemies that are a bore to fight because you can´t combo them in any sort of manner - Random upgrade system that can lead to you getting bad skills - Post guard move has a finicky input where the headbutt doesn´t always come out - Force to go back to the lobby every time you die instead of going straight into a fight - Boss fights that are more gimmicks than actual encounters and require minions to make them challenging I could go on and on, but the game needs some serious re-balance. I eagerly await to see what YOHCAN does with their next title but for now I can´t recommend this game.
[i]This game empowered me to quit my job. Since then, my wife left and took the kids, I have been evicted from my home and I am writing this review using the remaining battery life on my laptop. Send help.[/i] [h1]📝 Main Pros, Cons, and Suggestions:[/h1] 🟩 Pros: + I loved the of blend 2D/3D + Combat is highly engaging + The characters and story are funny + The game is charming and full of character 🟥 Cons: - No graphical setting - Slight pause at end of dash and landing animations reduces fluidity 🏷️ Suggestions: ~ Graphical settings [h1]I want to quit[/h1] Quit Today (QT) is surprisingly engaging and fluid side scrolling beat ‘em up. The controls are simple, the combat is satisfying, the characters and story are as enjoyable as they are bizarre, and the 2D/3D blend is a visual treat. Initially QT appeared as a simple game, but as I unlocked partners and upgrades, it slowly evolved turning it into one hell of an experience. The combat is a treat and is highly engaging. Unlocking double and triple dashes, knock ups and knock downs, defensive and offensive combos, along with companions and items – Everything comes together do deliver a rewarding experience. QT is a short, but well-developed game, providing a few hours of enjoyable fun – I recommend it. [quote][url=https://store.steampowered.com/curator/44931904-Bite-Sized-Reviews//]If you enjoyed my review and would like to support me, I would love if you followed [b]BSR[/b] for more bite sized reviews.[/url][/quote] [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow our curator page: [b]IndieGems[/b] if you like and want to see more reviews like this one.[/url][/quote]
To make it very clear: there is an inherent 'unfairness' to 'reviewing' a game with such as short a playtime as I have, making it almost disqualifying in and of itself. Largely, Steam reviews with little play time are mostly troll reviews with the intent of offering actually useful or constructive to say - the key word there is 'largely', as first impressions of games can be formed VERY quickly, and with so many games vying for consumer time, sticking with something longer arbitrarily serves no purpose. The other side of this coin is that I just didn't want, and almost couldn't bring myself, to play anymore of it, despite a nice enough art style and an intriguing core conceit around corporate culture (and the expectations within), while actually having something to say about everything around the traditional structures and employee expectations of corporate culture and not just using it as an aesthetic decision. It's a real shame, as I was really very hopeful when I saw video of the game, but the reality of the execution doesn't meet the promise. The actual act of playing the game and engaging in the game's combat system feels like a chore, particularly as the very deliberate animation priority 'system', and the choices of the design around that, feels very much at odds with the beat-'em-up/belt action form. Most games of this type feel very 'light', having a snapiness to combat input and allowing for a more 'mashy' style of play that presents satisfying 3-6 hit combos quite quickly. However, here, that is an almost sluggishness to the combat, and a feeling that each attack takes way too long or has way too many frames to be effective in dealing with the enemies you face, particularly if you have enemies on either side. Sometimes, this style can help give the individual attacks a greater heft or weight, but I don't think it achieves that here. This is escalated by the odd choice of using 'down' on the d-pad for block, which goes against all built up/expected muscle memory from years of the genre. There is something for having a vision and making design choices that run counter to 'tradition', in order to present something that is your own - I can absolutely respect that (for as much as it sounds/reads like I don't). But 'down for block', in a game like this, in the heat of the moment, is something of an unnatural input for blocking, as it's generally used for directional input or ducking - this means that you're getting hit at times when you almost shouldn't, and, for me at least, really hindered my ability to enjoy the limited amount of time I spent with it. I know this reads as harsh, possibly even arrogant. And some criticisms could very much be hand-waved away as a 'skill issue'. This borderline diatribe serves one purpose and one purpose only: to offer MY personal opinion of the game, and to elaborate on why I had no desire to play any more of the game than I did before writing this. For those that like or love it: awesome! Do you, and that's cool. For me though, I can't recommend people buy and play this game. Play the demo for yourself and see what you think.
Objectively speaking I can't deny this game is mediocre, but it compensates with great over-the-top personality that shines even through the broken English translation. Any enthusiast of Newgrounds will get nostalgic playing this. For every flaw the game has, there are plenty more reasons to smile. The variety of stages, enemies, and bosses doesn't disappoint, and you've got lots of things to unlock and buy that make progression super satisfying and personalized. It's also hard not to find button-mashing fun when you're juggling enemies between flashy contextual finisher animations. I urge the developers to keep refining the game, because they do have gold here. As a fellow corpo drone, this allows much-needed catharsis.
拿到百度key并打通第一大关的时候,我心想这游戏要是6块钱我就真心给个好评。 再差12块我也能接受,结果Steam页面登上来一看—— [h1][b]55块钱?!?![/b][/h1] *顺便说一下这游戏港区卖88,我就在港区。 我现在只想知道一件事,定价的哥们是疯了么?? 这坨东西你卖55?????不是哥们!游戏做成这样,卖55块啊?!!!! 55块钱我拿去干什么不好,我能吃顿肯德基疯狂星期四套餐顺便点个小薯。 我能在披萨店吃两个披萨回来路上还能买杯杨梅瑞纳冰。 不说吃的,我就说这价位的竞品(*都算的原价)。 《火山的o儿》,不用我多说,超高的完成度、相当优秀的作品,这么牛逼只卖35。 《泰拉o亚》,更不解释了,游戏性无敌。 《主播女孩o度依赖》,高完成度多结局的独立作品。 《夏日狂o曲》,懂得都懂。 可以看到这个价位优秀的作品亮点都够劲! 主打的内容完成度也非常高。 甚至我买《美女,请o影响我学习》也只要36块钱。 换句话说,我可以拿这个钱去看看妹子让自己心情变好, 为什么我要买本作这个粗糙的、一个动作游戏连个键位都不能换的半成品? ——本作在55块钱这个价位可以说毫无竞争力可言(*原因我下面说)。 哦这里值得一提的是上面我还只是算原价,你要加上打折的,那竞品可就太多了。 我就说一个,《鬼o5》,本作的完全上位替代,现在只要48块钱。 来来来,定价的哥们你过来和我说说,你为什么能定到55? [h1][b]你是为本作未来进慈善包下的大棋对不对?[/b][/h1] 人+1进来一看,豁!55块钱,有中文那值得玩下。 玩了以后发现和大多数+1游戏一样唬烂,但到底怎么说也是玩了。 最后反正也是+1,给个好评也无所谓 ——制作组如果你是这么想的,那我对你可真失望,因为你真切对不起原价入手的玩家(*真爱粉除外)。 ——当然你没有对不起我,因为我是拿的key。 [h1][b]本作剧情[/b][/h1] 本作主打职场内容,但说实话我基本没感受到有什么和职场相关。 就拿第一大关来说,总体逻辑是主角被离职找人事大佬要说法。 但实际呈现的流程是,主角去人事大佬办公室的路上碰到个妹子。 这个妹子莫名其妙喜欢帮助别人,我是说老头,老头倒地上了妹子就搁那施救。 然后你就得击退周围浮现的小天使,帮助妹子施救成功。 完成后老头感谢妹子,看都不看你一眼…不是,天使是不是我辛辛苦苦打的? 好家伙主角纯粹打工仔是吧! 这种答辩桥段你得进行2次,一次是救一个老头,另一次是救俩。 不是你们公司怎么这么多老头啊?! 然后就到了人事主管虐待妹子的桥段,说你不该帮助别人,妹子说帮助别人有错么。 不是人事主管tm是不是有病啊,帮助别人这种吊事也要管?还要拿烟头烫她。 另外妹子也是,帮助人没什么错,所以你tm去帮助老头????? 不是,公司那么多哥们可以帮,你去帮老头?!?! ——只能说妹子是有职业规划的,现在就开始养鱼了。 主角打爆人事主管以后,妹子莫名其妙被一群老头拥趸着上位,变成临时人事主管。 …… 除了狗屎一般的战斗,本作用第一关六分之一的时间给我端上来这种东西👆 中间插录两段编剧自以为黑色幽默的片段,实际上我到现在都没明白制作人想要干嘛。 其中一个片段是背景中新人签下合同结果变成说到死都要工作,然后在那抖屁股。 你要说幽默么?我抽烟时掉地上的烟灰正巧烫死只蚊子都比这桥段黑色幽默的多,因为我不抽烟,而且我希望蚊子死。 另外出现的妹子2号,时时刻刻一脸在下个大棋的模样。 真是懒得评价。 总结一下,第一大关我没发现和职场有明显关联的剧情内容。 只看到一群莫名其妙的人和莫名其妙的主管。 ——如果你说敌人的类型很职场/背景很职场/敌人名字很职场,那就是你对,套皮谁不会啊,我还说我烟灰烫死的蚊子是安倍XX呢,那我是不是抗日英雄。 我不认为这个故事或者说这个题材会很无聊,只是前提条件是本作的主打内容要足够亮眼。 很可惜的是,你很快就要看到我说这part👇 [h1][b]本作战斗[/b][/h1] 本作战斗从头到尾俩字,僵硬。 如果用4个字概括,那就是4399。 用6个字概括,就是不如4399。 本作冲刺后有个非常强烈的僵直,手感梆硬。 我都不知道这个僵直设计出来是为什么? 为了体现你们能设计出僵硬的手感? 为了体现你们就是与市场不同? 地面攻击段数+1后,手感巨TM离奇。 你能想象到你第一个普攻能打到,第二个普攻能打到,第三个打到,第四个打不到的奇葩感么。 第三下直接把怪打飞了,导致你第四下根本打不到怪,不是?????动作游戏这样设计? [h1][b]更离谱的是,本作防御按键居然是 “↓” ?????!!!![/b][/h1] 是的你没看错,不是动作游戏常用的单独按键,也不是格斗游戏常用的“←”,而是“↓” 不是,这个“↓”存在的意义是什么?代表制作组很下头? 他们下头不下头我不知道,反正我是真下头了。 因为就像我之前说的那样,本作没法换键位。 我真心搞不懂,为什么? 制作组设计这个键位并且无法更换的考量是什么? 这是人能设计出来的防御键位???????????? V是攻击,C是处决,空格跳跃,防御是↓,X使用道具,zb是切换道具。 没有一个是顺手的,咋想的?制作组凭啥认为他们的习惯键位就是所有人的习惯键位?? [h1][b]如果本作未来可以改键,那键位以外的问题依然巨大[/b][/h1] [b]1.当怪出现在你左右两边的时候,你没法有效的拆火[/b] 你唯一能做的就是冲刺到某一边,然后进行非常乏味的推板。 [b]2.怪物防御时你攻击,你会产生个巨大僵直[/b] 恶心的一笔,但还能接受——我接受不了的是,破防的蓄力攻击居然要蓄力那么久。 体感是我按下按键,起身去撤所拉了泡屎,擦屁股,洗手,烘干,对着镜子整理下领结,回到电脑前,蓄力攻击才打出来。 然而这种攻击蓄力期间无法移动,导致很容易成为靶子。 重点蓄力攻击是在我前期技能匮乏时,唯一有效的破防手段,就尼玛离谱。 制作组真就整那破逼随机技能,完全不考虑人的前期体验么??!! [b]3.攻击距离不符合逻辑[/b] 主角的攻击方式是甩公文包,但这个攻击距离,只要超过1.5个身位的怪就打不到。 给我的直观感受就是手特别特别短,烂! [b]4.又臭又长的关卡[/b] 最好给我个地图,看看我什么时候才能见到boss,因为太难坚持了。 [b]5.屎一样的随机技能设计[/b] 我的意思是,不会做Roguelite就不要强行做,把招式拆开来让人随机,我怎么不把你头拆下来放盒子里面和榴莲、托马斯火车、公交喇叭一起随机? 上一个这么做的《天命奇御:归途》我直接给了个差评,我认为本作也值得这个。 [b]6.还是屎一样的随机技能设计[/b] 我只是到现在还不明白,这样设计的初衷是什么? 制作组是想做Roguelite,然后觉得这么做很酷?不是你们玩过Roguelite游戏没有?? “在职场历练中,你可以自由选择的技能流派,善用随机取得的资源效益最大化,你就是职场达人。” 这是制作组的宣传文案,来来来你告诉我这游戏有几个流派?核心遗物是什么,build和build之间明显的区别是什么?玩家重复游玩时怎么获取到快乐? ——制作组实际做的就是把个完整的战斗系统拆开让人随机,然后加点回复,加点无敌,没了,有个几把build。 ——你如果说有(*我知道你没有),那为什么第一关不呈现上来? 别说我没玩到后面,哪怕小学生都知道第一关是一个游戏的门面。 如果你连第一关都不愿意打磨,那我为什么相信你之后就做的更好? 好的现在我们来到春o花花幼稚园,随机采访一位3岁小孩。 ——“小朋友,开头是答辩,后面可能是巧克力,你愿意吃吗?” ——“不吃” ——“不,你必须吃!” ——“啊巴巴爸爸,噗咦!呕!” 世风日下!3岁小孩怎么都不爱吃答辩了?现在的年轻人真是一代不如一代。 我们成年人都爱吃的第一口答辩巧克力都吃不下去了,啧啧啧。 [h1][b]本作队友机制[/b][/h1] 通关第一大关,你可以收获第一个队友,可以给你回血。 …其实相比回血,我更需要改改这破壁战斗方式。 你可以给队友花钱,并且送礼物,来提升队友的性能。 这个玩法我觉得ok,但一般人已经撑不到这里。 [h1][b]其他[/b][/h1] 本作不支持超宽屏,或者说支持,但画面会裁掉一大截。 我是如此信任本作制作人的能力,我深切的信任他们做不好这个。 所以我懒得对此抱有期待。 Boss战设计水平有点一般。 但相比鬼屎的小怪阶段,还算让人能忍受。 哦对了本作boss还会召小怪,熟悉的堆怪感觉。 [h1][b]总结[/b][/h1] 我会给本作好评,纯粹是看在百度游戏的面子上。 我是说真的,这真的不是哪个大学生为了糊弄老师而做的毕设么? 简陋,僵硬。 制作组可以说完全不懂动作游戏,完全不知道动作游戏的爽点在哪,也不知道Roguelike游戏精华之所在。 发售之前找点专业人士测试一番,正式版绝对不会像现在这个样子。 如果说这游戏只是制作人的自嗨,那就别定55,因为这个价位本作必然被其他优秀作品吊打。 我给本作的评分是 ——10/10分 *我都说了百度游戏面子在我这真的很大。 [h1] [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度游戏鉴赏团 [/url] [/th] [/tr] [tr] [th] 海量新游内测资格,助你清空愿望单 🎁 [/th] [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] [/h1]
[h1] [strike]被离职后我选择暴打上司与同事(同事:?) [/strike] [/h1] [h1][quote=] [table] [tr] [th] 欢迎关注 [url=https://store.steampowered.com/curator/7421824]双鱼星✪ω✪皇家飛机场[/url][/th] [/tr] [tr] [th] 也欢迎━(*`∀´*)ノ亻!各路大佬加群啦,群号在组页面 [/th] [/tr] [/table] [/quote][/h1] 印象里在新品节玩过本作的Demo,不过当时以为本作和Going Under一样,会做成一款肉鸽游戏,实际玩了才发现居然可以算作是横版闯关类游戏…怎么说呢,就还怪惊喜的。(第一次被打爆的时候真的以为要重新开始了) 不过硬要说的话,本作或许勉强也能说是带了点肉鸽要素,毕竟在游戏中后期会加入可以重置特定楼层并重新选择在该楼层出现的随机技能的功能,但是这种软重置对游戏体验的影响大不大就很难说了。(所以这个重置开关对我来讲更像刷子游戏式的地图重置功能,是纯刷钱用的…) 总体来讲,包括游戏的对白与画风在内,游戏的整体艺术风格给我的感觉其实更偏向于在我学生时代时比较受欢迎的flash游戏(看了眼制作组的介绍,果然是台湾省的),实话说有点亲切。 至于手感的话,正式版会比Demo版本好很多,中后期学会更多连段后会比前期好很多,毕竟在冲刺还没升级的时候击飞同事之后紧赶慢赶都冲不到落地点,根本连不起来。(然后有些房间的敌人设置对于主角前期的强度来讲相当幽默…不是被连到死就是根本不能破防) 也就是说,本作和过去的许多Flash游戏以及当下部分存在局外养成功能的游戏类似,是需要前期的厚积才能实现游戏体验的薄发的类型。 另外,若是有留意过的话,在某个特定场景中,主角的人物立绘四周甚至还会有没抠干净的绿色边缘,[strike]总之非常质朴与令人怀念。 [/strike] 游戏共有三个结局,其中没买满股份会达成社畜结局,买满了股份会达成大股东结局,遣散了全部伙伴会达成工作室结局(需要伙伴好感度全满+不进行任何办公室升级),换句话说,若是想要达成全成就的话,至少需要通关两次游戏(一次满升级拿大部分成就,一次不升级拿剩余成就,社畜结局和大股东结局可以在一个存档中完成),[strike]结合可升级内容来看,游戏的肝度非常有保障。 [/strike](商店升级之后,一次在单个柜台可以买复数个送给伙伴的礼物,不升级的话单个柜台只能买1个) 如果不想过分难为自己,只想打打社畜结局和大股东结局,体验一下游戏的话,个人比较推荐买满劳工保险,然后通过连胜累计虚拟货币币值来赚钱,实现一次购入,升遍全楼。(虽然劳工保险没复活也会消失,但是只要连胜10个房间就能实现900+1800换256000欸!) 总之是一款还算不错的游戏,如果对艺术风格比较感兴趣的话可以先试试Demo再决定要不要购入~ [strike](就是比较费手,好在流程不算长) [/strike]
好的主題與創意 爛到爆的遊戲機制與打擊手感 噁心人的小怪一關同時來10以上 我通關了 但是完全不會想在打一次 坐牢遊戲 快跑
在digiBlock 數位創新基地那邊遊戲大賞的展示活動上有體驗到 回去辦公室之後就馬上購買並下載了,是一款打擊感爽快的好遊戲, 配合幾個特定的技能最後甚至可以實現喝酒肝火流 達到不論是大招還是生命值都可以不斷回復的無敵狀態
无聊至极,尤其是声音,画风在开始游戏前还期待了一下,进去之后真的就4399。只能说55的售价开发者很有勇气
You'll have longer dashes, dash attacks, double jumps, more chain attacks, etc., as you upgrade your skills. It takes time. The story is funny and bizarre! 🤣🤣🤣
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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