# the work based mythology of job lozenge
examining the work-based mythology of job lozenge (from a requested review copy kindly provided by the developer)
the trailer for taylor bai-woo's delightfully indie "job lozenge" holds much interest as it provides a convenient potential background myth for players to find themselves in
// video here
while generally pleasant teh garme if played as a standalone abstract experience without knowledge of the trailer needs to bigger in order to provide more than passing glimpse into a wider stranger narrative still waiting to fully form
the trailer alone gives the good impression of a work based universe of drudgery and servitude - a 'scheme for full employment' - where beings are forced to face the daily b.s bingo of finding and keeping employment and of being treated like an all-too disposable temporary 'hireling' / w.u.c.d.p worker unit of cube displacement processing - where a 'job lozenge' seems some kind of lousy automatically (centrally systemically) assigned work-assignment allocation for minimum pay and 'satisfunction'
it's a given that players too-often love to reference other garmes andor love garmes that reference others; the use of the voice from the stanley parable is a good choice for the trailer as it provides additional symbolic context concerning the almost inherent artificiality or hyperreality about such a reality where 'job lozenges' are the norm (the word 'lozenge' is a great choice since it may indicate the 'sucky' nature of employment)
teh garme however taken as a standalone 'garme lozenge' does not carry over this mythology directly / conscientiously enough
what would be cool: if your home-unit is an actual hub for all in-garme based activities where (for example) you can check up on your noticeboard on new incoming job lozenges available in / as other in-garme locations - which might even somehow conflict with one another - eg. due to politics / the pressures of time management)
thoughts on expanding job lozenge
**+** getting on top of the boss unit's house was easy.. once using the old one-two 'press the other correct direction key as soon as you turn the corner on a ledge' technique; the idea that its possible to solve a problem in different ways should be signalled more easy and directly however otherwise the sudden appearance of / need for platforming puzzles might (somehow) appear ludonarratively dissonant
**+** the overlayed 'colorful low poly' filter in the centre of the screen overlayed / contrasted against the 'higher greyscale rez' models 'behind' should be more fully explored as a garme mechanic
**+** each new announcement of an incoming job lozenge 'offer' should indeed be announced with the low tolling of a church bell
**+** for every successfully completed job lozenge a 'special cube' should appear
**+** there should be a way to temporarily block the bossing unit from leaving its housing unit
**+** the housing unit of the bossing unit should be explorable (just don't touch anything or it will know)
**+** the bossing unit should nag you in different ways - even physically push you around
**+** the mystical duck of leisure should fly players to special off-map places
**+** there appears to be what looked like a key on the dresser and this should be usable somewhere
as an experience job lozenge is intriguing and leaves players wanting more
// republic of bob