A downloadable game for Windows

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Welcome to Ploy Co.! A game where you lead unsuspecting employees into traps, steal from their desks, email them threats from their manager's PC, gaslight them into thinking you're not targeting them specifically, and destroy an otherwise harmonious workforce in the name of making a safer place!




Meet Bibi (beebee):

Today, Bibi has decided that she needs to get metaphorical dirt on every man in the office. Unbeknownst to these interns, IT, secretaries, managers, and many more, their days of safely working are over. 



The main gameplay loop is moving around the office space (and other places) collecting supplies to craft traps. These traps will deal damage and push other employees around. Using one trap to push an employee into another trap will create a chain reaction dealing bonus damage for every trap in the combo. 

In order to deal the most efficient damage, it is recommended to target the same employee repeatedly, so be careful that other employees do not activate and waste traps. Using traps like 'Banana' or 'Gum Wad' can prevent other employees from accidentally falling into the trap combo.




Banana Peel: Causes target to trip 2 spaces backward. Classic trap, if someone is walking the wrong direction Bibi can force them back into her trap combo using this.



Marbles: Causes target to trip backward, instead of being destroyed, this trap randomly spawns nearby. This trap is much too hectic to be used in a trap combo. Mostly best if everyone is going home for the day, and being a menace at the door way sounds fun.



Sticky Toilet Paper: Causes target to trip 1 space to the right. The workhorse of Bibi's kit, crafted by combining the Gum Wad and Toilet Paper traps. Easy to acquire, important to have.



Soda Bomb: Causes target to take a large amount of damage when sitting at their desk. When employees notice a cold soda sitting on their desk they can't help but drink it. 


These are just a few! 
30+ traps and schemes will be available in the full game!



FAQs (Last updated: 6/21/26)

1. The Itchio version of this game does NOT come with Steam keys.
2. There are plans to release this on Steam as well. What time this could be is currently unknown.
3. ONLY Windows is planned for the game.
4. For the sake of development speed, new languages will only be added after the game is finished and released.

All of these questions will be revisited and announced before preorders become available. 



Join the community! https://discord.gg/bvdUTeh93a
Where my time is currently being spent: https://delusria.itch.io/



Thank you for checking out my game! If you are interested in my other projects, feel free to check out my previous game, it would mean a lot!


Updated 17 days ago
StatusReleased
PlatformsWindows
Rating
Rated 4.5 out of 5 stars
(35 total ratings)
AuthorDelusria
GenrePuzzle
Made withUnity
TagsAdult, big-tits, camshow, Erotic, Female Protagonist, hardcore, NSFW, sex
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse
AccessibilityOne button
ContentNo generative AI was used

Purchase

Buy Now$5.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

PCOFull v1.2 38 MB
PCOFull v1.1 Devlog FIX (UNSTABLE) 38 MB

Download demo

Download
PloyCoDemov0.4.zip 35 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 78 · Next page

Anyone Knows all recipes to make traps, like, i dont know how use cream pie

I know a couple! The cream pie combines with the invisible tape. And the only other trap I can think of that would be hidden like that would be the gas bomb, which is gained from combining chemicals and the soap bomb. 

Thanks for playing!

Time to say what someone else has probably already said and hope the dev takes note!


Okay so, very nice game for starters. The gameplay was pretty cool,I liked trapping people and comboing them but I think some things could be changed. For one, an easier way to tell which NPC is which (like an in-game thesaurus for their sprites cuz sometimes it's hard to remember which specific NPC you've already trapped). Secondly, wish there was wasd/arrow key movement instead of click to move. Sometimes click to move and then clicking a trap makes it feel needlessly annoying for lack of better description. Thirdly, the scenes were pretty nice, but like pretty much everyone said more would be better. If not an update to the game for like dlc content or something itd be nice for a second game in like a different location. Because this game feels like map 1 of however many, y'know? 


Anyways have a great rest of your day night or whenever you could possibly be reading this, if I said anything that was rude I apologize in advance, stay safe out there!

(+2)

Thanks, I'll keep it in mind for future projects!

So... I bought it on Steam and beat it in a few hours. I have somewhat mixed feelings. 

I like the premise and the gameplay loop, it's really fun to execute a big combo to piss off your target, but I feel like this game is severely lacking something.

For one thing, the content (especially the gallery content) is quite limited, even compared to Salvor's Deep. There isn't a lot of variety and the narrow screen you get to watch them on doesn't help with the immersion. Those are good animations at least.


The gameplay loop itself is surprisingly tedious. It can take you dozens of tries to annoy a single target to a sufficient degree until they chase you. Even with a proper combo of almost 30, I could not get the Vice-CEO to snap. Had to unlock her through "Hard Mode". 

Combining different items to invent new tools is very fun, but I feel like there isn't a huge variety of them. Even the rarer tools that can only be found once in forever, like the bug zapper or the wobble board, are rarely worth it as their effects can be easily replicated with crap you can find in the office. I found myself relying on very repetitive strategies as a result.

The plot is still extremely bare. There is very little in terms of plot progression or dialogue (one again using Salvor's Deep as the reference point), maybe two cutscenes, and once you beat the game, you just get a "Thank you for playing" screen. No conclusion to anything. 

Overall, this feels like a demo, or a beta version of what should be a fixed game. For 5$ it's definitely worth it, but I find myself longing for something more because I can see all the elements that could be more complex, and it drives me nuts that this game has undeveloped potential. Maybe a few big updates would make it better?

(+2)

I'll take note of this and I'll check to see if there is a bug regarding the ending parts. 

Thank you for the feedback! 

(+1)

My pleasure. Please keep up the great work!

Bought the game on steam its actually super fun 2 things

1 i wish the scenes could be on a bigger window

2 after beating the game i wish there where more scenes 

but still great job on this game!

Agreed, I feel the small window gimmick became a double-edged sword near the end of the development phase. But I'm glad you had fun with it!

(+4)

Don't get discouraged. I think this is salvageable. 


-First off, think you really should play into the average employees being incredibly randy and handsy. Maybe have some of the scenes play out in passing other employees. Make it so you don't need the camera to SEE the scenes, but need the camera to progress. And to save on balance, you can explain away that they act too quick to be recorded if you don't have them riled up.

-Gotta make it so it is a lot easier to rile up the employees. It shouldn't feel like a chore to get to the porn of a porn game. It should constantly be in your face.

-Slide in a corruption meter or mechanic, lust, something like that. You don't need to make new CGs but if you put forward some dialogue that alters depending on these variables, it could make it feel like there's a lot more there. And you could even have it so that if you go too far or get one metric too high one of the employees drags you away for a night at the end of the shift.


Look forward to what you do next. But I genuinely think you can turn this one around.

(+5)(-8)

Got my hands on a full build of the game, and if I were to be frank, it still feels like an underbaked demo rather than a finished product. As someone who has played Trapt and the rest of the Deception series, to say that I'm terribly disappointed despite the promising premise is an understatement.

I have... QUITE the choice words about my experience, that I feel like would be too long for an Itch.io comment, so I'll link my full critiques here in a doc.

(+6)

Unfortunately I don't think I can compete with Playstation 2 games but thanks for trying it out at least!

(1 edit) (+3)(-8)

I don't literally mean that you had to do that, I made the comparison because of their similarities to Ploy Co (because there's not a proper genre to speak of for this afaik).

I made that lengthy critique and suggestion in the aforementioned link for a reason, in hopes that you can improve on this or your future projects, and I wish that you could give it a read.

(4 edits)

for some reason dialogue is being cut off in the intro cutscene, I'm not getting the first line of dialogue for Bibi on the top, nor the last line of dialogue for the boss on the bottom. I have a standard 4k monitor, but I don't see any display settings to mess with for the game either. I don't remember this being a problem in the demo though. Nothing else seems to be getting cut off at least.

Well, the text is also pretty small. I can make things work by switching to windowed, then changing the window size and using lossless scaling to keep that resolution when I full screen. 4k definitely doesn't seem to scale right though lol Maybe on an ultra widescreen it calibrates right, but doesn't seem right for a 16:9

(+1)

Got it! I'll try to roll out a fix for the cutscenes on 4k monitors in v1.2, it won't be a good fix unfortunately

Question do you know when the steam page for the game gonna be up?

(+2)

I don't have a definite answer, but I'll post a devlog here as soon as it is approved

(+2)

I'm not sure if I'm doing something wrong, but enemies feel too tanky. Interns get mad with a single item (1 infamy point?), but I am unable to anger the rest of the workers. I have spent whole days and dozens of resources on a SINGLE guy, and he just takes the hits and walks away. I have realized the soap gives no infamy points so I have stopped using it.

I'm not sure if it's my problem or the game's, but I truly don't know how to anger these dudes. Does the infamy reset between combos? days? I have no idea, I try making 8+ trap combos on what I think is an IT guy who I had pranked called, and still nothing.

As for feedback with what I have said:

  • I think we should be able to see how much infamy each item gives, to calculate the combos better.
  • Along with the above point, maybe being able to see how much infamy each worker requires to be angered would be nice, at least not to spend your resources if someone requires like 100 infamy to anger.
  • I also think there should be some kind of portrait on the hit list before you get the blackmail, to know which worker to target (for example if you have pranked called), though I can understand if part of the game design was having the player deducing who is doing each job

I really think the game is good (I also really enjoy your other games), but I really can't believe anything else but that there is some bug with the infamy required to anger the workers. Hope you can find it and fix it <3

Yeah it's quite a large HP spike from the previous target. The majority of the main workers outside of the interns have 100 hp each. 

Unfortunately infamy is a bit wonky. The traps deal damage (which causes rage) and infamy (which increases damage.) Sorry I don't have time to give a more in depth response. But some of the things you mentioned will definitely be fixed. Thank you for your feed back!

(+2)

Hey there! Been playing till I beat the game (with a bit of help from the No Peace mode) since my last comment. Once I understood that rage was the main stat driving whether the NPCs go after you or don't, it all became a bit simpler, thx for the explanation :)

Just wanted to give some more feedback now that I've played around some more:

  • I still think most employees have way too much health. I'm perfectly fine with some of the higher ups being quite tanky, specially the vice CEO (kind of a final boss), but the fact is you have to burn through a TON of resources just to enrage a simple accountant, or IT guy, or whatever, and resources are very limited.
  • The tutorial (first day) could use some improvements. I don't think the interns should anger instantly, it gives out the wrong idea (that you can just anger anybody with a piece of gum and a rubber band), which leads to players like me in my last post thinking the game must be bugged, when in reality what's going on is that the health spike from the easiest enemy to the second easiest is incredibly huge. By lowering the health of some enemies, and making interns just a bit tankier, that health spike should turn to a nice, gradual curve. Also, the player can then see the mechanics of how an employee gets red when it's being angered, and their emotes for how angry they are.
  • Also, in the first cinematic Bibi specifies she can have evidence in 30 days. That timer can get really, REALLY stressful, specially with how much time and resources you require to anger a single employee. I'm not sure what happens if you don't have enough evidence by that day (I managed to get all by day 29), but I'm hoping you game doesn't end if you don't get it, that would be quite disappointing :(
  • Speaking of No Peace mode... I'm really not sure what to make of it. It seems really inconsistent from a design point of view. What does it bring to the table? At first I saw the 300% damage multiplier from traps, so maybe it's easy mode. But the day ends if anyone gets you, so maybe it's hard mode. But everyone is angered so there is no need to lay traps (and no need for the trap damage buff) or play the game, so maybe it's a sandbox/free-win mode. But again, if it was a sandbox mode, then why does the day end when someone gets you? I used it as a kind of cheat mode for some of the employees who I couldn't manage to get angry, so maybe it's that, but it still feels really weird even like that, cause I'm playing some kind of stealth game, avoiding anyone but my target, so then it's not really a cheat mode if you can "lose" if you get seen by anyone else.
  • I believe a fast forward mode would be appreciated. Sure, you can fast forward at Bibi's desk, but if you are waiting for a target to get up from their chair in another floor, like the security guys or the CEO, it can get quite boring.

Alright, that was a lot of text, I know... so lets flip the table! Now, positive feedback:

  • The gameplay loop is really fun! Search for resources, explore the office for a target, wait for them to leave their desk and head for some location, and prepare the perfect combo! Really gives me some Hitman vibes, getting equipment on-site and waiting for just the perfect moment to present itself, whether by luck or because you orchestrated it.
  • The NSFW scenes are also very hot! Lots of variety, good sounds, and always fun to replay if you get caught again by the same employee.
  • It is a really nice touch to have Bibi comment on the office stuff, gives a good idea of what you can interact with, and the flavor text of certain interactions is great!
  • Speaking of the text, the dialogue on the meetings is fantastic! I found it very fun to go into the game thinking Bibi works in a normal company, only to find out this people have the same power as some countries!
  • The afternoon and weekends gameplay is a nice change of pace. Recover, regroup, and plan your next course of action. Maybe spam-calling the last employee you need to get dirt on, or watching TV in the hopes it levels up that store you really like.

Now, for some bugs. I'm sure you already know about some of them from other comments, but I'll still write them here:

  • Some drinks, but specially sodas, don't get destroyed correctly after and employee sits at the desk with the trap, making that trap infinite and never allowing you to change it since "there is already a trap there"
  • If you quit the game, when you come back the entire office will be restocked, as if it was day 1. This fully breaks the resource economy, as everything becomes infinite without working a single hour.
  • Sometimes, specially after 9AM or so, if you go to work and hit the "work till end of day" button, it won't count the hours that are still in the day (So you may start working at 12, instantly hit the button, and make 0$ because the game thinks you didn't work).
  • Marbles and other traps that move after they have been triggered can and will go through walls or out of bounds.
  • Same with employees getting hit by traps. I sent one worker to the shadow realm after hitting him with nails right below the window on the top left of the basement.
  • Some minor bugs: 
    • Resetting data on an afternoon keeps the first day on afternoon.
    • Toilet paper with gum doesn't tell it gives +10% damage. I'm guessing that got removed, but the itch.io page still shows that
    • Bibi's commentary for the soap dispenser is the same one as the refrigerator.

...And I think that is pretty much all of it! Sorry, I'm now realizing just how much I have wrote... But I really want this game to be in its best shape! I hope the feedback was helpful, and I wish you luck on this and your future projects! <3

(+1)

Hey D4! 

Agreed, I've reduced the HP of a few of the floor 1 enemies down to 50.

Near day 30 if you don't have all the dirt a short cutscene plays and you get a full gallery unlock button to appear in the gallery! 

No peace is sort of how I personally would farm certain targets faster. I imagine it would be useful for anyone who doesn't want to stockpile too much. But no peace mode came out much differently than how I planned, it changed the gameplay loop a lot, and traps like the gas bomb are probably the only trap worth taking into that mode. It's one of those things that's kind of just there now.

Thank you for your feedback and compliments! A lot of good catches there as well! Currently I'm on v1.1, but v1.2 will have some of these suggestions applied!

(2 edits)

ah i cant buy with paypal, guess I'll be getting another alt account in steam,

edit: wait its not on steam yet?! y must i suffer, is it possible to add other payment gateways that accept debit card like stripe?

edit 2: just found out i can purchase with paypal as guest, bad news is i accidentally re-purchased salvor deep, since im not seeing a refund button guess I'll just consider that as a tip for you, thanks for the hard work

(+2)

Oh that's strange, I'm glad you got it sorted out! If you want to refund on Itchio, I believe you can ask support, they usually forward the email to me and ask to confirm the refund. So if I see your name I'll approve it.

(1 edit) (+1)

I AM SO HAPPY OMG :3
Time to buy here and give on steam to my friends >:3c

(+2)

I hope you enjoy!

Game is pretty, but I really do not know how to play, do not get me wrong, tutorial explains how to play perfectly, but then suddenly I am hit with difficulty spike, which I attempted to overcome in two hours of thinking, planning and plotting, without any result.

To provide constructive feedback, I have gathered following points:
- the Hitlist feature (gallery) works, but the problem is that I do not know who is who as it does not show silhouette/pawn model,
- the same problem is with Prank Call, I am having a super hard time to guess, who did I prank call,
- I am struggling to understand the progression, I thought that people remain mad next day too, but that does not seem to be the case, I feel like I am wasting resources everyday,
- I am not sure, if I really suck, or everyone but intern is "tanky" as I spend entire day throwing everything at Janitor with no result. I do not know if that is a bug that they are not mad the next day, it seems to be a frustrating, to not know how hard my target is.
- I am getting a lot of "infamy +0", but the problem is, I do not know what infamy stat does.

Bug I found:
- shaken soda can does not trigger infamy, it explodes infinitely, even when model is gone through the next day,
- pressing the button "Work till the end of the day" zeroed my cash, savings and generated no income in a loop that looked and sounded buggy.

Sadly after two hours of enjoyable play, I have achieved nothing.
I am looking forward to stable release, as I know that this will be a banger :3

From positive things:
- menus are amazing <3
- music is fitting and fantastic
- game fluidity is 10/10
- everything is sharp and pretty, fantastic graphical design!

(+1)

Got it! Thank you for playing! I'll start working on fixing those bugs right away and I'll make some tweaks to things that you mentioned as well. 

Do you remember if you used the soda vendor on the day that your savings were set to 0?

(1 edit) (+1)

Take your time :3

Good question!
After some thinking, I remember that I clicked the button "Work till the end of the day" so late that I would earn 0 regardless, and that could have been the reason it was visibly looping through 0 costs and expenses.

I have used soda that day, but it was not from a vendor, to provide you full bug trace from user perspective:
0. Soda vendor had level 0, but two other vendors had level 1
1. I picked up soda from downstairs machine
2. I have shaken soda back in the ground floor
3. I have put it onto the dining room, janitor sitting place
4. It was exploding indefinietly and not dissapearing through the day without Infamy triggers
5. I placed another soda on some other desk
6. I had the bug with the button
7. Now I have invisible, infinite sodas on those tables :3

Thats the best I could do o7 Thank you kindly for being an amazing game designer.

PS
Do you also mean that improving vendor level raises how a trap deals damage? So for example Hardware Store level 2 makes nails hit stronger?

(+1)

Okay, that helps a lot! I'll test the janitor spot first.

The soda vending machines stay the same level, but they do cost some money to purchase from, so at first I was wondering if a negative value was affecting your work pay.  

Leveling up the staying home events will increase the amount of loot and the variety of loot. So once something gets to a green level, you'll get all it has to offer, and any level passed that is extra loot.

(2 edits) (+3)

Love the concept. Though I don't know if the full version has it, but by god bro😭, please include a way to control the player character via keyboard a la Helltaker

I don't know how many times I've lost because I couldn't drag the camera fast enough or because Bibi walked back during a chase. And maybe a stop time, slow down or fast forward feature given that this is pretty tactical.

Thank you! Yeah setting up traps on the way can get expensive, especially if the wonky pathfinding knocks someone the wrong way.

Is there a Chinese version?

There is not, although it would be cool to have a Chinese version before I upload it to DLSite!

CANT WAIT TO GET IT BY STEAM!!!

Same, I can't wait to upload it on Steam! I hope it doesn't take much longer!

(+1)

A bit off topic, but will there ever be a sequel to Salvor Deep? Love your artstyle and this game looks very promising!

Thanks! Currently only the 2 future projects on my main page are planned. https://delusria.itch.io/

(+1)

what time is the release today? super excited, loved salvor deep really interesting game.

(+3)

Thank you! It will be in about 12 hours!

(+2)

Can't wait! :)

will it be on steam ?

(+1)

There have been a lot of delays regarding the steam approval process. However, as soon as they approve it I will release it and announce the release here!

Nice

(+2)

Como puedo comprar la version actual del juego? para poder jugar que no sea la demo

(+3)

The full game will be released on the 20th, thank you for playing!

When will I be able to play the full version of the game?

(+1)

Soon-ish! Progress is steady so far. I can't say exactly when yet, but I think it will be sooner rather than later.

(+1)

Hype to hear it. Yours is such pleasant work.

(+1)

any updates on the progress of the game?

(+9)

Sure! Animations are finished and the 'stay home' mechanic is done, but the full game is still a while away. Once I get all of the major parts of the game finished, I'll drop a devlog showing the release date.

(+1)

sounds good man!.

(+2)

That's the way to do it. Tired of games where its piecemealed out. I'm looking forward to this.

(+3)

Thanks I agree, still debating on whether or not I want to announce the 4th project once I finish this one or if I should wait until I'm almost finished with the 4th to announce it.

(+1)

In my opinion it's probably on the safer side to announce the 4th project when you're completely done with the current one you're working on. As to not have any potential people badgering you.

Truuuue, I'll most likely release the 4th demo near the full 4th game release date as well. Demo release + full release date a month later might be the plan going forward.

(+1)

Just a question, all I see is the demo, but there is a price listed.  Is there a full version or just the demo?

Unfortunately, there isn't a full version yet. I left the price just to tell people what the price would be when it's released. Although maybe that wasn't needed since all my games are the same price so far anyway. 

(1 edit) (+4)

Great stuff so far! Can't wait to see how this game will turn out.

But there's one thing I don't get. What does the dotted black figure mean after you left-click and drag?

By the way, I'd love to see an idle / walking / setting-up-trap animation of our protagonist on screen, kinda like the camera footage when you collect evidence. I know, making art and animations takes time and it is still very early in development. Merely a suggestion for future updates! :p

(+2)

The dotted figure is meant to be a visualization tool so players can see the trap played out without having to lose any pieces. It was super useful back when the trap system was much more complicated. But with the simplified cardinal direction traps, it might be kind of pointless now, what do you think?

That would be super cool! I was thinking about little pop up animations that would play once every time she shook up soda or ate a banana. But every time I think about adding an animation like that, I have to replace an old planned animation to keep on schedule. I'm still debating on whether or not I should take out a couple of animations to make time for some idles. 

Glad you had fun with it Maks!

(+2)

I don't think that feature is pointless at all, I just got confused and likely missed the tutorial or in-game explanation on that. Since you've already gone through the trouble of adding that feature, you should keep it in! If anything, you might wanna consider a different keybind for that, or some additional tooltip to explain that feature to idiots like me. ;p

As for the animations, take your time! The more, the merrier, but it naturally takes up resources and time to add those.

It also would be fun for her clothes to receive damage after getting caught by her coworkers. Buttons falling off, fabrics getting torn and whatnot. Personally, I'd love to see as much of Bibi as possible during my playtime, but it's easy for me to ask for those visual represenations and features. I'm sure it is quite a lot of work. Just do your thing, Salvor DEEP turned out amazing and I am certain Ploy Co. will too!

when will be the next update about development?

(+2)

You mean the next devlog? I still need to do some maintenance and work on other games so I haven't had a chance to work on this one recently. But I'll most likely write a devlog once I have a date in mind.

When will the game be officially released?

I have no planned announcement date yet. Although it will probably be a long time before I am able to finish it as I am currently working on other things. But I'll be back on this project as soon as possible! 

so the games good but i cant buy the full version? it just shows the download for the dem

Only the demo is available at the moment. I'll release a devlog once the full version of the game is available!

I'm glad you're enjoying the game! 

(1 edit) (+1)

This is very cool conceptually. Could do with a couple things I think might make it more fun.

Perhaps instead of ONLY being able to see what happens if you bring them to a camera, what if you only got CREDIT towards progression if you bring them towards a camera?

Also I think this game would benefit from more stats. Perhaps a corruption and lust metric. You can be lazy about it and just have that influence dialogue during the actual scenes, but it would go a long way to create depth and encourage more playing with the game.


Overall I'm very much looking forward to this.

(+1)

Fair enough, I'll probably make a better indicator for high health targets. Especially since the stronger ones will end up being multi-day targets. 

Glad you're liking the concept so far!

(+1)

I found a trash can that gave me infinite marbles and filled the building it was so epic also marbles can go through walls

(+1)

Oooo lucky, a few people found unlimited plastic bags and rubber bands, but that's the first marble can. Glad you're having fun with it! 

will there be a Mac version?

Hard to say, currently only Windows is planned until I finish the full game.

there isnt an option for me to purchase on itch, how do i buy the full game?

(+1)

Right now the full game is not finished yet so only the demo is available. But Itch will definitely be the first place to get it once I finish. 

what should i do on the task six? i checked all trach cans

When you walk up to a trash can there should be an option that appears on all of the items you have saying "drop". If you drop something in the trash can it will remove the item and continue onto the next step. (You can dig it out of the trash can after placing it there.)

Stoked for this one. It's a fantastic concept.

I did find a visual bug. It happens if you spam Bibi's chair to pass time. The clock gets bigger and bigger, eventually filling the screen. It can also become permanent. If it becomes permanent it can also persist to the title screen which can make it impossible to see anything.

This is what the title screen looks like with the bug active.

Oh thank you for finding this bug! I'll make sure to get it fixed. 

And thank you for playing!

I'm very glad about this one, but is there be an option to not show futanari? It would be very nice if there is one. Thank you!

(+1)

Sorry for the super late reply! Itchio doesn't alert me of pending posts so I have to check that separate inbox whenever I remember to. 

There will be a specific futanari character, a miniboss of sorts. As long as you don't aggro her you'll be good, and if Bibi does get caught, it will only show if Bibi is standing in range of the camera. So this particular instance of futanari will be super avoidable this time!

(+1)(-1)

when do you think you will be able to release the full game

Difficult to say at the moment, I think it is best to assume that I'm at the halfway point. However, there is going to be a few large delays in the development time for things out side of Ploy co. So I really can't say for sure.

alrighty! the game is super fun so i cant wait to see what the full version will be! i loved your last project so i know this one will be a banger. you are defiantly the best creator when it comes to NSFW games!  

Thank you Da-great! Unfortunately, the current progress banner is misleading and I wish I could say what the delays are from, but I'll definitely tell you all when I start working on Ploy Co again! o7

I really enjoy the little details with the text and walk animations. I would love an ending where she makes enemies out of everyone in the office causing them to make her predictions at the start of game look like understatements by turning her into the office sex toy and unlocking a "dungeon mode," where you can play all of the lewd animations. I also hope this brat gets many spankings and people get revenge on her bullying with wedgies, swirlies, and other classic bullying methods. 

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Indeed, a world state system where the company as a whole starts treating Bibi differently based on how high her infamy is would be cool. Especially if they do things casually while she's walking by. 

Glad you enjoyed it! 

弹珠地狱

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但是经理还是不生气

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能不能弄个嘲讽,主动让人头生气来追逐

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Bro you managed to translate the game already?! Nice work! I didn't know it would be possible yet. 

经理的晕倒时间太长了。用弹珠滑了250下,他从中午12点睡到下班。

用软件翻译的

但是翻译质量不好

还是得看大佬你啊

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不好意思打擾您 想請問一下您怎麼有中文的

软件翻译的

好的謝謝您

Demo looking good so far! I like the trap-chaining style of gameplay.

Glad you're having fun with it Rexizor!

I played the demo and tbh is everything I spected, idk if it has been commented or if it is an idea delusria has but I think it would be fun to have abilities like a "sprint" move X amount of space but only for a day or on a cooldown, this is mostly because I had pervs chasing me and capture me on either the corner or just one space behind the camera (This also might be a skill issue from my side).

The camera movement is kinda weird?? I aint complaining but I think to have the WASD keys also move the camera would be a nice add

Since the map is relatively big maybe a zoom out option can be useful to see where ppl are (maybe as an in-game camera system or just for gameplay)

I know I probably sound like a backseater but don't get me wrong I can't wait for the full release and give mony :)

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Your suggestions are noted! Some will definitely be fixed in the full game.

Glad you enjoyed it Ssejjo!

Could I get a pause button?

A pause button? Hmmm, are you trying to beat the supervisor?

Intro is fantastic, beautifully and simply cut, all items and icons are unique, colors are vivid, audio is great :3 It is truly worth waiting and I can already say that this will be amazing game < 3

There is a thing I do not understand yet completely - gameplay, do scenes in front of camera vary depending on combo score or employee type or angry employee number?

Secondly, the demo features only one camera as far as I understand?

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The scenes in front of the secret camera will depend on the rank of the person that is chasing (I'll have a way to indicate this in the full game). So in the demo the only two are the interns and the supervisor. Although I don't recommend trying to enrage the supervisor since his HP is the same as it will be in the full game (over 200 trap damage). Higher-ranking NPCs like him are meant to be taken out over the course of multiple days.

The secret camera location will be randomized every day. But in the demo, it will be in a fixed spot.

Thank you! I'm glad you enjoyed it!

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Thank you kindly, all clear :3

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There are two in the demo, one for each rank. Although I don't recommend trying to get the supervisor's animation because his HP is the same as it will be in the full game (over 200 trap damage). Higher rank employees like him are meant to be targeted over multiple days. 

Thank you for playing!

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