Info about how to kill a fly [ H2KAF ]:

Official game description:
**About:**
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**\> You are a corporate flesh object unable to say any original phrases and must mimic NPC dialogue.**
**\> Try to pose as a human by using the lines said by other people and serve the corporation that owns you.**
**\> Experience the shadow of a future vision of prominent tech CEOs. Also known as the Hypercapitalist Cyberpuke "vibes"!**
**\> A Puzzle/Immersive Sim based on talking and responding to people.**
**\> "Talk" with little people, see their regular lives, look at how those ordinary people, the flies of the new society, get by, as an "ordinary" operator yourself.**
**Words from our Sponsors**:
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"We look forward to having you in our team! On behalf of CorBi-e, you'll be locating an inconvenience and report it back to the department, simple as that! With your impressive set of skills and equipments, we are sure that there won't be any setbacks. We are delighted to have you as a CorBI-e Operator and firmly hope you won't forget who modified & created you!"
_**\-Core Bionics & Electronics Security and Field Operators Department**_
"Having been freshly wiped, for the past wouldn't be necessary, you are assigned to locate a minor threat to the corporate existence. The reward? Don't worry; in HyperDome17, work always pays off."
_**\-E-mail sent by Chief Operator Chessie "Khornie" Tipique.**_
"We all had to grind for this view, 6/10."
_**\-A desperate hyperdomian.**_
"So where the centredits at? 10/10"
_**\-GurgleReviewer67.**_
"Oh now you come for my reviews, huh? You will NOT profit from MY info. ??/10"
**_\-An anonymous citizen of HyperDome14._**
**Features:**
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*   Try to pose as a human by using the lines said by other people.
*   The RAMember module, inserted to your Active-Brain by scooping out a chunk of Broca's area, for keeping people's sentences in your mind and re-using them.
*   A short experience in a cyber-puke-environment.
*   Interact with flies who are living their lives.

Release date: Aug 20, 2026

Categories: Immersive Sim, Puzzle Solving, Dialogue-based Puzzle Solving, Dystopian Setting, Dark Humor, Exploration, Multiple Endings


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 5.0h
  - Story completion: 2.5h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The first quote provides specific times: 2.5 hours for an initial playthrough (story completion) and an additional 2.5 hours for a second playthrough to get all side achievements, totaling 5 hours for full completion. The second quote corroborates a 2-3 hour playtime for a normal run, and the third quote confirms the game is only a few hours long. No evidence supports session length or endgame metrics.
- Time-to-fun: No data
- Player Archetypes:
  - Completionist Achievement Hunter (buy)
    - Motivation: To achieve 100% completion and collect every achievement through repeated playthroughs.
    - Playstyle: Methodical and thorough, actively seeking side content, planning runs for achievements and speed.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Art and Narrative Connoisseur (buy)
    - Motivation: To experience distinctive writing, art direction, and thematic commentary on technology and society.
    - Playstyle: Immersive and observant, focusing on narrative details, visual style, and thematic resonance.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Cruelty Squad
  - Puzzle Horror Enthusiast (buy)
    - Motivation: To enjoy challenging puzzles and innovative horror design within a unique game format.
    - Playstyle: Analytical and genre-aware, solving puzzles and evaluating the game's contribution to the genre.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Top-notch worldbuilding (weight 0.83): The worldbuilding is described as incredibly good, fantastic, and top-notch, with a thought-out world and aesthetic that envelops the player. The dystopian cyberpunk setting is a highlight.
- Hilarious and ironic humor (weight 0.46): The game is frequently described as hilarious in a messed-up way, carrying a big sense of irony and being fun and humorous. The dialogue and writing contribute to this comedic tone.
- Interesting and good visuals (weight 0.43): The visuals are considered interesting and pretty good, with a solid dystopian cyberpunk aesthetic. The look of everything is great and contributes to the overall experience.
- Satisfying and recommended experience (weight 0.43): Reviewers are satisfied and looking forward to what's next, recommending the game for those in for semi-challenging art in a unique puzzle game format. The game stands well on its own and is incredible.
- Incredible and unconventional style (weight 0.39): Reviewers love the game's style, calling it incredible, unconventional, and full of style that oozes from the world. The aesthetic is a standout feature.
- Great and varied characters (weight 0.29): The characters are varied and depthful, with NPCs worth listening to every line. Interactions with characters like Taria can end in multiple ways with potential future ramifications.
- Great audio and sound (weight 0.29): The audio work is loved, with awesome sound and a genuine feeling setting. The sound effects and overall audio design are praised.
- Good value for price (weight 0.22): The game is considered worth what they are asking and is quite cheap. Reviewers feel they get good value for their money.
- Strong indie showcase (weight 0.2): The game displays what the Indie scene is really capable of, with a release that is even better than the demo. It is a testament to indie development.

Common complaints:
- Overwhelming dialogue options (weight 0.51): The vast array of dialogue options can feel overwhelming, and choosing the wrong one can lead to punishment or soft locks. This creates frustration and makes progress difficult.
- Confusing and difficult gameplay (weight 0.39): Multiple reviewers found the game confusing and surprisingly difficult, with unclear progression and tough challenges. This was a common theme across several clusters.
- Permanent lockouts and soft locks (weight 0.22): Players can be locked out of side quests or information without hints, and an intentional soft lock exists. This discourages exploration and completionism.
- Unremovable screen overlay (weight 0.1): An Act 2 easter egg puts something on the screen that cannot be removed, which can be annoying and intrusive. This is a specific technical issue.

Gameplay feedback:
- Dialogue is core mechanic (weight 0.97): The game revolves around selecting and using dialogue options, with players choosing from lines they have heard while exploring. This dialogue-centric gameplay is the primary interaction and puzzle element.
- Mimicking NPCs to progress (weight 0.45): Players must listen to NPCs and repeat their lines to progress, essentially mimicking what others say. This mechanic is central to the gameplay and is compared to improv or language problem-solving.
- Assist mode for dialogue (weight 0.22): An assist mode is available to help players manage overwhelming dialogue situations, making the game more accessible. This feature is appreciated for reducing stress from the dialogue-heavy gameplay.
- Exploration for answers (weight 0.21): The game requires digging through the world for answers, with side paths offering deeper choices. Exploration is key to finding the right dialogue options and understanding the story.

Performance notes:
No performancepoints

Recommendations:
- Game recommended for genre fans (weight 0.36): Multiple reviewers recommend the game to fans of the genre and those who enjoy conversational storytelling and world exploration. The game is also praised for its unique puzzle format and semi-challenging art.
- Worth checking out (weight 0.11): A reviewer states they would definitely check out the game, indicating a positive overall impression. This adds to the general recommendation sentiment across the feedback.

Other player notes:
- High replayability via secrets (weight 0.57): The game's secrets and achievements encourage multiple playthroughs, with one reviewer noting a prize for 100% completion. This offsets the short length for some players.
- Game is very short (weight 0.53): Multiple reviewers note the game is only 2-3 hours long, with one estimating 6 hours for three playthroughs. This brevity is a common point of feedback.
- Dystopian corporate nightmare setting (weight 0.36): The game presents a dystopian corpo world where an employer strips players of original thought and uses people as tools. This setting is a key thematic element.
- Comparisons to Cruelty Squad (weight 0.28): Multiple reviewers compare the game to Cruelty Squad in terms of aesthetic and critique of dehumanizing technology, though one notes it has more characters and personalities.

Emotions:
- Appreciation (weight 0.18): Players appreciate the unique puzzle-like dialogue mechanic that adds depth and engagement to conversations. The fantastic world-building, dystopian art style, and assist mode also contribute to a positive experience.
- Enjoyment (weight 0.13): The dystopian atmosphere, art style, and sound design create an immersive and cool world. Players enjoy the genuine, creative writing and the fun concept, along with the beautifully executed visuals and story.
- Amused (weight 0.1): The game's dark humor and ironic tone make it hilarious in a messed-up way, with dialogue that often prompts laughter. The humorous role-playing descriptions and jokes like the shareholder value bit add to the amusement.
- Impressed (weight 0.08): The world feels dense and interesting, as if part of a larger picture, with incredible style and attention to detail. Even players not typically interested in the genre are impressed by the game's quality.
- Excited (weight 0.08): The prospect of a slower completionist playthrough to chase missing achievements excites the reviewer. The game's quality and cyber-dystopian feel also generate anticipation for future playthroughs.
- Excitement (weight 0.08): The great story, phenomenal art style, and top-notch world-building generate strong excitement. The final release exceeding the demo and the cyber-dystopian atmosphere further amplify this feeling.
- Immersion (weight 0.05): The world and aesthetic fully envelop the player during the playthrough, creating a deep sense of immersion. The dialogue mechanics also keep players engaged in the story, enhancing the experience.
- Disappointment (weight 0.03): The game denied the player luxury due to insufficient credits, leading to disappointment. This moment likely felt unfair or restrictive, detracting from the overall experience.
- Hopeful (weight 0.03): The game made the reviewer hopeful for a better future for indie horror, suggesting it sets a positive example. This indicates the game's quality and innovation inspire optimism in the genre.
- Rewarded (weight 0.03): Connecting disconnected phrases over conversations felt rewarding, as it likely required careful attention and problem-solving. This mechanic provides a sense of accomplishment when pieces come together.
- Satisfied (weight 0.03): The game is worth the asking price, and the reviewer is satisfied with the value. They are also looking forward to what the developer does next, indicating overall contentment.
- Frustrated (weight 0.03): The game presents too many choices and punishes wrong selections, with correct options sometimes impossible to figure out. This leads to frustration due to the lack of clarity and harsh consequences.
- Disappointed (weight 0.03): The reviewer won't get to see the ending despite enjoying the story, likely due to a soft lock or difficulty barrier. This prevents them from experiencing the full narrative, causing disappointment.
- Angry (weight 0.03): The game has an intentional soft lock that blocks progress, and the assist mode is condescending in its tone. This combination of being trapped and patronized triggers anger.
- Frustration (weight 0.03): The dialogue mechanic is frustrating at times, likely due to unclear logic or difficulty in finding the right options. This intermittently hampers the experience.
- Amusement (weight 0.03): The humorous description of the gameplay loop provides amusement, likely through witty or ironic writing. This adds a lighthearted element to the game's presentation.
- Irritation (weight 0.03): Being unable to pick the right dialogue option despite exploring all NPCs and interactions is irritating. This suggests the solution is too obscure, leading to repeated failed attempts.
- Admiration (weight 0.03): The game's insane writing and art direction earn admiration for their creativity and boldness. Players respect the unique and striking presentation.}