Quite the interesting little game! Overall I feel like the game is pretty professionally crafted with nice and polished presentation and gamefeel, and it delivers a nice short and sweet story which is enhanced through the design mechanics. It's a nice little Papers Please-esque game, though I will stay that, for me, it did feel a bit predictable, didn't utilize its systems to the greatest potential, and ended in a bit of a dull blankness, even when considering the intentional depressing story!
In terms of feedback:
*There was a consistent audio bug that would happen around the third level where the audio would start crackling and fizzling out until it was silent. Occasionally the audio would sputter back in momentarily before disappearing once again. Really bummed out as for all I know you might've had some cool audio/musical cues to enhance the story but I wouldn't know, so it really hurt the experience.
*I know it's a short game, but I was really shocked at the boneheaded decision to not implement a save/load system for the game, as you'd think it seems tailor-made to have checkpoints for each work session, no? Not only do I think it's silly to force that I'm expected to do this all in one sitting, but when I got the audio bug mentioned above, I restarted the game to fix it, only to see that I would have to start from the very beginning: not really the greatest feeling to get screwed over by something that's not my fault!
*A minor annoyance, but I was disappointed that there was no way to fast-forward dialogue: usually games allow you to click while text is filling out to instantly fill it to the end, but that wasn't present here. Not a huge issue, but it can be a bit frustrating for speedreaders or replayers.
*I'm not sure how the health/condition stat works? I tried experimenting by intentionally getting my health very high and very low and it didn't seem to do anything, which made all my fretting and planning feel for naught (though really I always had enough money to live comfortably, so the pressure wasn't there anyway). I'd expect low health to maybe cause robots to appear at a slower frequency, or maybe for more subtle/tricky defects to appear, or maybe for foggy/warped vision, but it all seemed the same. My fear is that it might be a bit of a red herring that doesn't actually do anything, which seems like a waste of a good concept.
*Story was ok, but I felt like it might've advanced a bit too quickly. There were some characters like Ben that got sacked too early when they still could've added more to the story by being a bit of a nail that sticks out: could've had more infighting against him to cause pressure before they feel silly for doing so since the greater threat was automation, for instance.
*The decision to have dialogue occur during gameplay was a bit of a contentious one. On one hand, I think it adds a bit to the experience as you could decide to prioritize work and ignore the small-talk from your fellow employees, or try to split your attention to stay social but at risk of causing blunders in your work. But it did feel a bit unfair as some people are just better at multitasking or speedreading so you don't even feel the intended pressure in that case (like me), while the people who aren't get screwed and feel slighted since most games treat talking as a time-freezing free action.
*There were some minor typos or incorrect/weird word choice here and there, like 'gormet' instead of 'gourmet' food, but nothing major.
*Bit disappointed as the gameplay gets quite repetitive with no evolution to it. I was really expecting that, similar to Papers Please, we would get more and more rules and more and more potential defects to keep us on our toes and be fearful of keeping our jobs, but no, everything stayed the same. Hell, even the initial tricks that the game hints at, what with minor dents or colors for antennae/eyes, never one popped up for me! I can understand that maybe the game is trying to hammer in the dullness of the work, but I was struggling to make it through the last levels due to how boring it was getting.
*I'm not sure how the performance reviews work out and whether they even do anything at all? I never had a problem as I was consistently number one so maybe I just missed out, but I wasn't sure whether it ever considered quality or quantity or anything like that. I did make a mistake and approved a robot that should've been rejected, but I never got chewed out or pressured like I expected to be, and my ranking remained the same. Again, feels like a lot of these features that would be good to add pressure like rankings and health and so on are just paper tigers.
*Bit of a downer ending! Don't get me wrong, I wasn't expecting for some sort of feel-good ending where we rebel against the system and save humanity and everything's sunshine and rainbows: yes, I was totally expecting a depressing conclusion and think that's fine. But even with that expectation, it wasn't that this ending was sad, it was just...nothing. Like, "wait, that's it?" I can't tell you what it should've been, and again, I'm not expecting good vibrations and can totally understand if you were intentionally going for bleakness, but I just felt like there could've been more, even if it's just one more epilogue scene at the very least.
*And don't feel like you need to make apologies for making a sad game: it's perfectly fine to do so, and being all apologetic just feels silly, lacks confidence, and hurts the game's reputation. Own it!