- exactly 25 levels
You have an unusual definition of "exactly". (and of "25"

)
I finished the game (at least, I got "thanks for play", I guess that's the end, but with Karoshi games, you'll never know

). The puzzles were very nice, especially some of the later ones were quite ingenious. I liked how you introduced certain "weird things" with a blue button instead of "just being there" (for example the reversed controls). However I thought the reverse controls level was kinda an anticlimax (I found it way too easy compared to other levels and would have liked to see a cool puzzle in its place). I thought the boss was a bit lame too (it was not a puzzle in fact).
Concept I think that the idea is not really original - I expected to see lots of multi-character platform games. I however did like the fact that you had to kill all characters (I have seen multi-character platformers where it sufficed to "reach the goal" for only one character).
Gameplay The gameplay is what I am used to from Karoshi
1: logic puzzles, instead of all kinds of hidden things like in Karoshi 2. You know what you have in a level and you know what your goal is, so actual reasoning is possible, unlike in Karoshi 2 where it was a lot of trial and error (which I also liked). Another thing the game really suffered from was bad controls. It made the quick levels much harder because I constantly pressed wrong buttons. Why not use Up arrow to jump? When a level restarts you seem to randomly shuffle the characters over their starting positions. Which I think is very unwise for two reasons.
1. communication. When I say "let the blue guy push the crate, then let the brown guy pick up the gun" (random example), this may be confising to others because they have other starting positions.
2. Switching characters. It looked quite random, I assume you always go from blue to brown to gray etc. but because their positions are different each time, the "guy who started at the top right" is not always followed by "the guy below", i.e. the player had to actually look at the colors, which I of course didn't do because the colors are not important for the strategy.
Graphics/sound/music The usual from Karoshi, with again a new tile set. The usual blood particles. Animation in the bullet reflectors was a good thing to add. I liked the music better than that from Karoshi 2, although I would have liked an option to disable it (without deleting the files) to hear the sound effects better (some sound effects could have been louder I think).
Documentation You relied on the fact that the player already knows the concept of Karoshi games. Karoshi 2 suffers from the same flaw, but I only noticed last week when I took it to a friend and he discovered the level 1 easter egg right away because nowhere the game said that its goal was to kill the guy (so the person who played thought it was just some platformer, hence tried walking to the right, out of the screen). This game, also does not explain the goal of the game.
Other I noticed a (very minor) glitch. In some level you can put a crate in a hole of one block width. If you have shot a bullet on the grade, its position is somehow not an integer anymore and it doesn't fit in the hole anymore, which looked a bit strange. I also didn't like that there was no level choice option. Also, "let's working" doesn't sound right, I think you meant "let's work".
Overall It's a good game, that's for sure, but I think there are a few things missing that make this great like Karoshi 2, controls being the biggest problem and lack of explanation the second. But for some reason I thought it was just total coolness to make those office workers
work together on their suicidal master plan
Edited by Erik Leppen, 24 August 2008 - 09:41 PM.