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DancingEngie

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A member registered Oct 06, 2013 · View creator page →

Creator of

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For some reason all of my Mac/Linux builds are in some way broken. It will take a while until I’ll get a chance to update them. For now the best I can recommend is to use some sort of Windows VM or back-channel to play the game.

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Hi, I’ve been made aware of Linux-related issues recently. Unfortunately the issue is more complicated than I initially thought; I don’t use Linux so I can’t really test out Unity’s Linux output. Furthermore, the project files are now about 4 years old and it would take a while to organize and recompile. I hope I can get another Linux build out soon, but due to everything I mentioned, I can’t promise it’ll actually work or bug out again.

For now the best I can recommend is to use some sort of Windows VM or back-channel to play the game.

Hi there,

The copy protection riddle is a large part of the game. It was made as a co-op experience for a local game jam, so I understand why playing it now is a bit odd.

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Thanks, that solved that issue nicely.

Anyways. After finishing it, I’m impressed by the scale of it, especially considering it’s a ‘one man show’. Overall it felt like this very intriguing mashup of Space Funeral, LISA, Undertale/Mother 3, and Neon Genesis Evangalion sprinkled on top, and it’s clear you were excited to bring this world to life. Considering the finer details though, the tone felt a bit too edgy/self-serious, and characters seem pretty two-dimensional and static. But looking at the bigger picture, I mainly kept playing because I was genuinely interested what would happen next in this strange world.

The battle system is deeper than I’d expected from an RPGM game (in addition to battling with that engine’s awkward menus, too…), to the point where it’s more akin to a juggling act than a regular JRPG battle system. It’s quite clever, and the ever-increasing rage mechanic really pushes you to resolve things quickly, despite an ever increasing list of buffs and debuffs.

There is one big issue I had with the game and it almost made me quit. After a good 90 minutes or so of good pacing and engaging lore, you reach a (to keep spoilers minimal) much larger area after a thing happens in the story. The pacing takes a nosedive of non-stop, forced, repetitive battles. This is after I developed an optimal strategy and I was just going through the motions to get to the next part of the plot. The optional lore chapters around that time also suffer from overly verbose writing and really overstay their welcome for me. That segment really becomes a chore with almost no real quiet time. Could have been shortened to create a much smoother experience I feel.

But yeah, overall, it’s a simple story but it’s engaging nonetheless, with a striking artstyle and an surprisingly intertwined battle system. Final act’s a bit too overlong, but still very entertaining. Great job.

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Hi there, started playing the game and got quite engaged when I found a softlocking bug. On Floor 3, you are supposed to push the rock slimes and activate some pushplates. I fought one in a corner and couldn’t take it out of there. I’d love to continue but I’m stuck and didn’t save beforehand :( . Any quick fixes on my end?

Ayy, glad you had fun dubbing the game. My top priority was to make a fun experience. Quarantine’s limiting but thankfully I’m doing fine.

Thanks! Really the main motive behind this game was my interest in forgotten history and the extremely intriguing conflicting narratives/Rashōmon situation that stemmed out of this event. The gameplay doesn’t take itself particularly seriously to boot, which I think helps soften the controversy blow.

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As you mentioned in your comment, the game was indeed made for a jam and we had a very limited time period. Still happy you played it and completed it (more than once!).

You’re right about randomization - we had bigger ambitions, including more elaborate items, aggressive monster behavior, and yeah, randomized exits and even entire levels. A lot had to be cut for time and rebalanced at the last minute. There are plans to expand the game a bit further now that the jam’s over and add all the features we couldn’t implement during the event. Thanks for giving out those additional pointers :)

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Heh, that’s actually the least likely tag you’d find the game in. Ironically, that metadata was set up intentionally because I was interested to see how the ‘artsy games’ crowd would react to a game very conspicuously making light of the genre. From what I can tell it was taken in kind. Or they’re waiting for the perfect time for revenge. I dunno.

Welcome to itch, though! ‘tis a strange place. I’d suggest scouting the catalogue with specific tags, that system is pretty legit. Also if you haven’t watched Bo’s what. yet, I believe the full show’s still up on his YT channel.

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Thank you very much :) Really, I love hearing from players that my games had an impact on them, despite the fact I never intended that (nor want UADHD to be known only by that segment) and just treated UADHD as a hojpog of random ideas, interested to know how people would react to it. Some love it, some hate it, I’m just happy people got to experience it.

I’m not going to claim full credit over that ending or claim it was a stroke of brilliance because that would be disingenuous. What got me to do that was Make Happy by Bo Burnham, a show that starts very nonsensical and funny with some sarcastic jabs, but ends in a surprisingly real and genuine way. Really, the advice “if you do X then you ARE X” comes from him, and he’s not the first to say it.

Just a quick question: how did you find this game? I’m always curious to know how random strangers get to and comment on this game.

also the 16th sheep is a parody/ripoff of an israeli hebrew children’s poem of the same name shhhhhhhh don’t tell anyone

Glad you enjoyed it. I should really patch in proper credits at some point.

Anyways, the cut ending's credit song is Overreacting by Brad Sucks.

A 10-minute, semi-documentary first person shooter about five different-but-similar stories, the people behind them, and a tank each of them claim they destroyed. Based on an actual incident during the 1948 Arab-Israeli War, and the tank that became a local legend.

Get it here.

Yes.

I agree that I leaned a bit to hard on my inspiration. Then again this was made for a competition in a very short timespan and under a strict word limit.

Yup

I'm not one for virtual museums, or IRL museums for that matter, but I was quite engrossed by this one. It felt to me like a documentary piece about friendship and sadness and anime memes. Very cool, great job <3

and if i had to criticize something... please remove the headbob and footstep/jump sounds :p

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What really stuck out to me were the very bleak musings while joyriding. There's one about sleeping through war and needing to live up to the consequences, while chill music plays and you deliver packages in a peaceful, non-combat setting. The writing clashes with the atmosphere and the calm gameplay to the point I felt kinda confused about what the game wanted me to feel.

Also, on the gameplay side, the combat minigames feel sticky and lack that satisfying "punch" when you hit or kill an enemy. They're a lot less fun to play (or 'engaging' if you will) than the more calmer games. I get that they're supplementary, though, and I just stuck with more non-violent affairs.

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A beautiful game with some basic interactions to zone out to, which was really my main draw to it. Writing's sharp (perhaps a bit too dark?) and the music's pleasant to listen too. Great work!

No, that is the intended ending. The existential horror that this launch is doomed from the start and every restart means another crew dies.

Yeah it's a shame this jam wasn't advertised properly as it were last time. It's a great concept. Good luck next time!

Thank you for playing! In hindsight I understand the game asked too much for players without giving them much to work with, especially if you're not accustomed to text adventures. Glad you liked it! :)

It's a shame you couldn't complete it in time. This prototype has the capability to be a spooky adventure title. Like others have said, I loved the feel of walking around (espeically the sprite rotation effect) and interacting with the world. The black-and-white Gameboy asethetic is also distinct and interesting. 

Sound effects were on point but the music was more obnoxious than creepy. Also, I think that the character moves a little too slow for my taste. Overall, a great prototype!

I love the little tidbits of humor sprinkled throughout and the artstyle is very charming. The puzzle itself was simple but the challenge for me is to interact with everything and read every joke. 

It could have used some sound effects and music, a full screen option (or, at least, a bigger resolution) and the pixel art is too small and dense in my taste. But it certainly gets my full vote when it comes to Charm :)

Thank you for giving this a shot. Figuring out what commands to type is part of the challenge and this game assumes you have experience with text adventures. There is some prompting in the UI (for instance, the empty checkboxes next to each engine) and in text adventure tradition  you can type "help" to get a hint about what you should be doing.

The spooky part comes at the end :)

Thank you very much, I appreciate that a lot!

Yup

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I've missed this jam!

I took part in the first one with Typing... and it's still my most popular game. I love how you opened the gates to all genres rather than just text adventures. I hope I can submit  a game for this one, too! At any case, good luck to everyone!

Try rebinding the Use key in the launcher.

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Yeaaaaaah, sorry about that, old engine bug. I'm going to upload a 2nd anniversary update next week that fixes that (and other bugs) as well as new content.

The latest installment in the Wolfenstein series was hilariously censored in Germany and banned in our native state of Israel. Disappointed, we decided to make our own little Wolfenstein title, with all the Nazi-killing we so dearly missed.

https://dancingengie.itch.io/wolfenstache

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Never in my life I thought I'd want Half Life 3 as a first person shooter text adventure

Unity

You recharge health by killing enemies but shooting drains health. That is the concept. I'm sorry I didn't have enough time to make that clear.

You get health from killing enemies, I'm sorry I didn't get the chance to clarify that. Thanks for playing!

I don't plan to add more to it. It was a game jam prototype made in 48 hours and I don't see much room to expand on the concept

A short-but-sweet visual novel/interactive fiction/Grump piece. I love the hand-drawn charm and the lack of dialogue. Good job :)

Thanks for your kind comments, everyone! Unfortunately real life duties prevented me from investing more time into the game, which was planned to have multipule endings and more branching choices.

Thanks everyone for your nice comments :)

Thank you for playing, and thanks for your kind words :)