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It doesn't get too hard, though, since there are hints. Luckily the coffee machine acts as a hint box. And you need to look around for things to manipulate so that you can accomplish little goals. And you have 1/2 hour to go and you're bored. You have abandonitus, as you cannot get in contact with anyone in your office. Here you are, stuck in your cubicle, alone. I look forward to seeing more of this author's work! It shouldn't take more than two hours to complete. Overall, Monday, 16:30 is a fun puzzlefest that's really worth a play. Since I was leaning on the hints anyway I didn't mind, but those who like to solve puzzles themselves may dislike this. 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. ( Spoiler - click to show) You need to speak to the gnome at least once to learn a miming action you need. Unfortunately, it's actually impossible to complete the game without using the gnome hints. The built in hint system (a miming gnome) is brilliant, and challenging to use in itself. 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 special disambiguation when you have too many pieces of paper is a nice touch. The programming must have been a nightmare, but it works well. From origami cranes to giant A3 paper planes, it's amazing what it's actually possible to do. The puzzles pretty much all involve the same thing: manipulating paper in different ways to achieve different ends. Give it ten minutes, however: the writing and the sheer silliness of some of the situations are well worth the effort. It's easy to get stuck close to the start without hints, since the game doesn't give you much of a clear direction. The opening, which is a railroaded menu based conversation, is extremely unpromising, and I'm still not sure why the dialogue is in italics. 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. 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. The writing is technically accurate most of the time, and will have you laughing out loud in many places.
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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. 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. You play a bored intern trying to kill time until you can leave work.
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Instead, it shamelessly employs all the conventions and clichés, ignores the fourth wall, and generally refuses to take itself seriously in any way whatsoever. "Escape the locked room" games have been done so many times it's very difficult to write this genre in a way that feels original. 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. 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. Most of them won't get you anywhere, but you'll almost always be rewarded with a witty comment. 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. 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. Easter eggs have a long tradition in IF, but Monday 16:30 takes it to the next level. In most IF games, the game designer is content to give you some evocative description, a compelling plot, and some clever puzzles. The author, Mordred, is clearly as bursting with ideas as the player's avatar.