Game review
Work-Life Balance
7 / 10
- Developer
- Stiggstogg
- Publisher
- Stiggstogg (open source)
- Released
- 1 January 2025
- Platforms
- Web browser (desktop and mobile)
- Genre
- Arcade / Minigame collection
- Monetisation
- Free, open source, no ads and no in-game purchases
- Players
- Single-player only
The short version
Work-Life Balance's hook is a genuinely clever piece of design for a two-week jam: the screen splits in half, and you have to keep up with a work task on one side and a life task on the other at the same time, under one shared clock. Testing confirmed four distinct minigame types rotate through the four in-game days — spotting a misspelled word among a list, matching a dance pose with directional buttons, picking the right total on a balance sheet, and rotating a lawn mower — and every single one is driven by plain on-screen buttons rather than a swipe or drag gesture that would need separate testing per minigame. A tap on the correct word during testing registered instantly and correctly incremented the score before rotating to a new pair of tasks. The build as committed needed a genuine fix before it would compile at all — three image filenames were capitalised while the code imported them in lowercase, which only works on case-insensitive filesystems — and a minor text-clipping issue appears on narrow phone widths that doesn't affect desktop. Neither undermines what's a well-made, honestly short jam entry.
Biggest strengths
- Every minigame type tested — typo-spotting, dance-pose-matching, balance-sheet arithmetic, lawn-mower rotation — is controlled entirely through on-screen buttons, confirmed by testing rather than assumed from a plausible-sounding Phaser input pattern
- A tap on the correct answer during testing produced an immediate, correct result: the score incremented and the game advanced cleanly to the next pair of tasks with no lag or misregistration
- Presentation well above the jam-entry average: a full cartoon art style, a "ClownGaming" branded loading splash, layered parallax clouds on the title screen, and distinct visual themes for each minigame rather than a single reused template
Biggest weaknesses
- As committed to GitHub, the project does not build at all on a case-sensitive filesystem — three image files (`Frame-back.png`, `Frame-outer.png`, `Frame-mask.png`) are capitalised while the TypeScript imports reference them in lowercase, which silently works for the author on Windows or Mac and silently fails everywhere else; fixed here by adding the correctly-cased files before building
- The opening description text runs off the right edge of the screen on a phone-width canvas, readable in full on desktop but genuinely clipped on the device category this shelf cares about most — a presentation gap rather than a functional one
- Short by design: four days, each a roughly 15-20 second dual-minigame pair, adds up to a five-to-ten-minute total session with a fixed, non-randomized set of tasks
Who it's for: Anyone who wants a five-minute burst of frantic multitasking with real presentation polish behind it
Our recommendation: Worth the five minutes it asks for — don't expect more than that
7 / 10
The premise of Work-Life Balance is right there in the title: you're juggling a job and a life, and the game makes that literal by splitting the screen in half and running two unrelated minigames at once, both against the same shared clock. Spot the misspelled job title on one side while matching a dance pose on the other. Pick the correct balance-sheet total while rotating a lawn mower to cut every patch of grass. It's a genuinely clever structural idea for something built during a two-week game jam, and it's executed with more visual polish than most entries in that category ever get — which is presumably why it picked up an honorable mention in Gamedev.js Jam 2025's Open Source challenge.
Buttons all the way down, confirmed across four different minigames
The thing worth actually testing, rather than assuming, is whether a design built around split attention translates cleanly to a thumb on a phone. It does, because every single interaction in every minigame tested is a tap on a clearly-defined on-screen button. The typo-finding task lays out four word buttons and you tap the misspelled one. The balance-sheet task does the same with dollar amounts. The dance and lawn-mowing tasks use paired directional buttons rather than a drag gesture. Testing this directly — not reading the code and assuming it would work — a tap on the correct word in the typo-finding task registered immediately, incremented the visible score, and the game cleanly rotated to a new pair of tasks (a balance-sheet puzzle and a lawn to mow) without any lag, double-registration, or missed input. Reading BaseButton.ts confirms why: every interactive element is a Phaser container with setInteractive() and a pointerdown handler, and Phaser's own pointer system treats touch and mouse identically with no branching anywhere in the code for input type. This is about as low-risk a touch implementation as a game can have, because there's genuinely nothing touch-specific that could have been gotten wrong.
Two real, small issues
The repository as committed to GitHub doesn't build cleanly everywhere. Three image files — the frame border, mask, and outer decoration around the game's UI — are named with a capital Frame- prefix in the repository, while the TypeScript source imports them in lowercase. That distinction is invisible on the case-insensitive filesystems most individual developers use (Windows, default macOS), so it never surfaced for the author, but it means the project fails to build on a standard Linux CI or hosting pipeline until the filenames and imports agree. Adding correctly-cased copies of the three files resolved it and the production build completed cleanly afterward.
Separately, and unrelated to the build: the opening description text — the paragraph explaining the premise on the title screen — runs off the right edge of the canvas specifically at phone width. It reads in full on a 1280px desktop screen, but on a 390px phone the text box doesn't appear to reflow to the narrower available space, cutting off the second half of several sentences. It's a presentation issue rather than a functional one — nothing depends on reading that text to play — but it's a real, confirmed gap on exactly the device category this review is built around.
Where that leaves it
A 7.0 reflects an honestly small, honestly short jam entry that does the one clever thing it set out to do — force genuine split attention across two simultaneous minigames — and does it with controls that were built to work with a finger from the ground up rather than adapted after the fact. Four days and roughly five to ten minutes total is not a lot of game, and the clipped title text is a real if minor rough edge, but what's here works cleanly and is worth the short time it asks for.
Pros and cons
Pros
- Every minigame type tested — typo-spotting, dance-pose-matching, balance-sheet arithmetic, lawn-mower rotation — is controlled entirely through on-screen buttons, confirmed by testing rather than assumed from a plausible-sounding Phaser input pattern
- A tap on the correct answer during testing produced an immediate, correct result: the score incremented and the game advanced cleanly to the next pair of tasks with no lag or misregistration
- Presentation well above the jam-entry average: a full cartoon art style, a "ClownGaming" branded loading splash, layered parallax clouds on the title screen, and distinct visual themes for each minigame rather than a single reused template
- Genuinely built for touch from the source up — Phaser's `setInteractive()` and `pointerdown` pattern used throughout treats touch and mouse identically, with no input-type branching anywhere in the codebase
- MIT-licensed, confirmed via a real (if unedited Phaser-template) LICENSE file
Cons
- As committed to GitHub, the project does not build at all on a case-sensitive filesystem — three image files (`Frame-back.png`, `Frame-outer.png`, `Frame-mask.png`) are capitalised while the TypeScript imports reference them in lowercase, which silently works for the author on Windows or Mac and silently fails everywhere else; fixed here by adding the correctly-cased files before building
- The opening description text runs off the right edge of the screen on a phone-width canvas, readable in full on desktop but genuinely clipped on the device category this shelf cares about most — a presentation gap rather than a functional one
- Short by design: four days, each a roughly 15-20 second dual-minigame pair, adds up to a five-to-ten-minute total session with a fixed, non-randomized set of tasks
- Limited long-term pull once the fixed four-day sequence has been seen once, beyond chasing a better score on a known set of tasks