I voted 3...it's made well, but it's sterile.
+Everything looks great. Animations are smooth, the 3D models, while low in polygon count, get the message across perfectly, and I found no fault with them. Bob maintains a wide, insane grin on his face despite the soul crushing environment that surrounds him.
-The learning curve is a bit steep, but I think I got the hang of it by the second or third in-game day. The opening tutorial and how-to-play chart is helpful, but it's a little weakly established. Even below, kids are still having a difficult time following along. I did too. Bob is alone in there the entire time, it could help if he had a staff member or something better establish how to run things for the player's sake...unless Bob specifically said "nah fuck that, nobody showed ME how to do this...just tell them this does that, this is this, good luck trolololol"
-I finally received a game over for not being fast enough, getting fired by a happy Tom Fulp. I'll ignore how depressing this is until later...but there was no indication that time was running out. At one point I had paused to answer a phone call, but the time seemed little more than some sort of score keeper. The threat that my time would run out was neither established, nor brought to my attention that time was running low (via warning sound or blinking red timer. Nothing). It was very unceremoniously abrupt...and that, admittedly, left a bad taste in my mouth. No warning, just immediate termination after ALLL my hard "work." :P
+The audio/sfx adjustment levels are refreshingly specific in the pause menu, allowing the player to adjust whichever they want to their comfortable specifications.
-That minute long loop gets pretty annoying very quickly. With little audio diversity, it's only a matter of time before you turn "USSR Goodness" off because it only reminds you of....
-...the deadening monotony of it all. This might not be a fault when you consider this is listed as a "Job Simulation" flash game, which before today I never even realized was an actual category on Newgrounds...but in terms of a flash game which you would play for fun, it wears out very quickly. There's nothing to break up the pace of the same task over and over again except for the report at the end of each day. Eventually you just look forward to it after the first time you get an order wrong just to check if you did it all right, because there's no other indication in game. That's not very fun at all.
Why not some minigames in between days? Coffee breaks, where you can do something silly or mindless, or where Bob can interact with the staff? Is this simulation implying that Bob is antisocial, and is perfectly content with spending his entire day in this stuffy, windowless room, packing orders, and slaving away with no breaks?
With no environment changes, no diversity in the gameplay outside of "Whoops, guess I need a bigger box!" this becomes less fun and moreso depressing...eSPECIALLY with that damn music farting away in the background, never changing.
On one end it's a BRILLIANT method to advertise the NG store, and emulate the booming economy that churns away in the background that keeps this site running...but there's not much fun to this interactive store ad. The closest to it is coming up with some clever arrangement for the randomized Tetris-shaped mystery boxes. But that's it. Looking at the achievements, there's one in there for "Work Through a Full (in game) Month" ..."Earn $10,000?" ...if it were mentally stimulating I'd be all for it.
But sadly...it's kinda deadening. :C I love your work, Zirbes, and I positively assume Bob is a badass, who bosses these tasks like the motivated machine that he is. If it were easy everybody would do it. It's a great game idea, but it's just too sterile...there's nothing to break up the pace, and diversify the same task over and over again. Even Mario swam from time to time.