The objective of NEVER GO TO WORK is in its title: Your alarm goes off just after 6 AM, and it's time to get to the office. Except arriving there ends the game, and you don't really want to go to work, anyway.
You are Agenesia, disgruntled and harboring a crush on your unreliable bus driver, and your meandering takes you all over town. Anything can go wrong: I was killed by ghosts on a mini golf course, and found myself inexplicably on a riverboat. I wanted to go to the strip club, but it was closed. I kind of like the gritty caprice of Agenesia's world: The rough textures of the graphical interface, the not knowing what to expect—is my intentional avoidance of efficient bus routes going to make my lateness to work sprawl wonderfully on the digital clock before me, or will I accidentally stumble into a game-over?
Some of the opacity doesn't serve the experience though, something I don't mind saying as developer Rani Baker (who also made this buggy but nifty nostalgic rebuild of Demon's Forge, the kind of Apple IIe game that I'm weird enough to still be excited about) is still taking feedback toward a final version of the game. I have a pack of cigarettes in my inventory slot, but while clicking it sometimes takes me to a wonderful neon ritual site, at other times it gets me stuck in an endless loop. I'm not sure what it's for. I enjoy the tension between needing to keep moving and not wanting to arrive at work, but while the collage of unpredictable moments feels creative and cool, at times I wish there were a little more for me to do.
NEVER GO TO WORK is free to play in your browser. It is the latest title to be commissioned by the Interactive Fiction Fund, which aims to support both established and up-and-coming interactive fiction makers with actual money (I'm a backer; consider becoming one yourself here). The last title was Morning Rituals, a game about a Satanic Keurig machine (which we liked).