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I dig the style of this game, though it does get in the way of functionality. The writing is pretty funny too, though I'll admit I'm not knowledgeable enough about the time to really appreciate the references. Of course, the music was a treat!

I did want to play longer, but I ran into a technical issue, and without being able to save, that was a lot of time lost. I enjoyed the dungeon crawler structure and the voucher system. But it was definitely the writing that kept my focus. I think there's a really interesting dichotomy here between those that chase trends, and those who can't accept change.

Wow, thank you so much. Appreciate you giving it a whirl, and I'm really happy you found stuff here that you liked. Because of the "first draft"iness of the script and dialogue, I was wondered if people might get the impression I was either peddling genuine disdain for disco or that I had a bone to pick with all things alt-culture -- both of which couldn't be further from the truth! -- so it's reassuring that you felt both the old and new Ultraviolet patrons' POVs were represented. I hope to flesh out the characters more in the future. 

Real sorry about the botched save system and the bug! Can you remember what the technical issue was/where in the game it happened? I have patch notes about a mile long at the ready, but I've yet to find an actual game-breaker other than the soul-crushing "fadeout, but no fade-in" deal. One of the rarer animations--seemingly no matter which set of graphics I chose for it, so I must've tied it into a plugin's settings or something--resulted in a weird error I've never seen before, but I was thinking me tinkering with animations post-jam was the issue there, and that it wasn't in the deployed version. If everything messed up in the middle of a late-game battle, I doubly apologize!

No problem! I'm looking forward to how you might build upon this draft. The bug that ended my run was indeed the fadeout, but I was also worried that losing a battle would undo everything as well.