Dont Whack Your Boss Overview
Back in the days of Flash games, you could find all sorts of strange little distractions. "Don't Whack Your Boss" was one of them, a simple game that captured a specific, cathartic workplace fantasy. It appeared online without much fanfare, a product of that era where a single developer could make something that spread quickly through word of mouth.
You control a small, frustrated office worker. The screen shows your boss at his desk, and you have a mouse cursor. The moment to moment play is about experimentation. You click on objects in the room, like a pencil or a telephone, and then click on the boss to use them. The objective is straightforward: find every possible method to, well, whack your boss. The mechanics are about discovery and cause and effect; each item triggers a different, often exaggerated, cartoonish reaction. The pacing is quick, built on the immediate feedback of trying something new and seeing what happens. It feels like poking at a digital toy box built for a single, mischievous purpose.