
Perfect Proposal

You've just been rejected by your work crush. Who knew office romance was so hard? Love really is a serious endeavour. But you're even seriouser... serious... uh. Anyways, you still have a chance if you play your charts right.
Get your spreadsheets ready and your graph cleanly formatted as you chart your way to her heart in PERFECT PROPOSAL. An office themed roshambo micro-rogue where you control the odds.
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Controls
| ⊞ KEY | ⋄ ACTION |
| LEFT CLICK | Everything, you click and drag to play this game. |
Objective
Create a perfect budget proposal that can beat the budget proposal of your work crush.
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PP was made in 8 days for the 2026 Very Serious Juniper Dev Game Jam (Theme: "Spin to win")

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Credits:
Design, Art, Program - Ali
Note: The RPS system was lifted from this video by Fractal Philosophy:
https://www.youtube.com/watch?v=r2whuz6tkb0
A lot of icons were sourced from Google Fonts: https://fonts.google.com/icons
Music - 魔王魂 (MaouDamashii):
https://maou.audio/
Sound Effects were sourced from various sources (mostly the Sonniss GDC archive):
Sonniss: https://sonniss.com/gameaudiogdc/
魔王魂 (MaouDamashii): https://maou.audio/
Yasuhiro Tsuchiya: https://snd.dev/
Shapeforms Audio: https://www.shapeforms.com/
Rogue Waves: https://roguewaveslibrary.com/
Matias Mac SD: https://www.lootaudio.com/label/matiasmacsd
Impact Soundworks: https://impactsoundworks.com/
| Updated | 11 days ago |
| Published | 22 days ago |
| Status | Prototype |
| Platforms | HTML5, Windows, Linux |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Aiwi |
| Genre | Strategy |
| Made with | Godot |
| Tags | Working Simulator |
| Average session | A few minutes |
| Inputs | Mouse, Touchscreen |
| Content | No generative AI was used |
Download
Install instructions
Unzip and execute the executable!
Development log
- Post Jam Update11 days ago
- Last Minute Changes21 days ago





Comments
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The visuals are great and it's interesting gameplay, but to be honest I have no idea what I'm doing at all despite trying haha. I beat every single coworker I battled against, but Yue always just 3-0ed me so idk.
At first I thought the tutorial's RPS showcase was a joke haha. I'm sure the gameplay is interesting but it's really difficult to understand what is going on, whether that is because you have to switch between 5 windows to get an idea of what affinities you'll want, or the titles being a bit confusing.
But honestly skill issue on my part :D
Thanks for playing!
loving the the visuals and the uniqueness of the game but im not sure if this is a browser problem specifically but the visuals kinda bug out when i lost to a coworker and after i press the next button i just get stuck on a loading screen
but maybe that's my fault for trusting the IT department
i'll try to rate it if i can get it running elsewhere
Whoa, that's a freaky bug!? I've never encountered it before so I'm not sure where to begin in order to fix it but I'll keep an eye out for it. Thank you for playing!
I really like this game. I mess with the visuals and the overall design choices. I especially like the titles that give passives, which made the game very appealing to me. “Lovestruck” is my GOAT, highkey the only way to make a really strong build without being debuffed to death.
I do wish there were a bit more passives to create more counterplay, or at least a way to tell the player which abilities were used so they can switch to that passive or understand a better way to improve their build. During my first playthrough, I didn’t really understand the complexity of the different builds you can make in this gambling chance spinning-wheel, rock-paper-scissors battling system.
That said, I think if you added different bosses and even more stacking passives, you could easily have me hooked for hours. Hopefully, you do more with this or work on another cool project. Keep up the good work.
I'm happy to hear you liked the game! I'm sorry there is effectively zero onboarding, and very little explanation of passive abilities, I cut out some information and extra modals I was planning to display for the sake of UX simplicity and a faster pace between game states.
Additionally, I decided not to make a tutorial since I incorrectly believed that the game had no depth... I'm realizing now my knowledge of the codebase is a bane that deceives me. Thank you for playing!