In this game, you are the new intern at a company led by arrogant people, who truly believe that the value of a person is only defined by their work experience. After being bullied by co-workers and supervisors right from the start, an online tutorial teaches you how to defend yourself: Say No! More.
You quickly start to become stronger, confront your bullies, inspire other co-workers, and eventually destroy the evil gang of abusive supervisors and CEOs. But even with all that confidence and strength, will you be able to say No! to you best friend?
Say No! More deals with our habit of avoiding saying No!.
"Of course I will come to the party, I'm not anti-social."
"I will help you with whatever you need, I'm not rude."
"Sure I'll make coffee, I'm just an intern..."
It's a one-hour-game that gives the player the power fantasy to shout out their No!'s as loud and strong as they want. Character customizations, choosing the language of your No!, or even import your own No!-soundpack will allow the player to express their No!'s the way they desire. And hopefully give them the confidence to Say No! More.
- Engine: Unity & Playmaker
- Platforms: Windows & Mac (consoles and mobile imaginable)
- A proper story that takes about 1 to 1,5 hours to play.
- While mostly linear, the plot has small sideways and hidden scenes to discover
- While offering a fun, over-the-top setting, the games fundament is our real-life fear of saying No!
- One-Button-Game with diverse ways to express yourself
+ Simple No!
+ Spammed No!
+ Charged No!
+ No No! (just don't say anything)
+ Interrupt people!
- Customize your character: gender, outfit, spoken language
- Import your own voice into the game
We are Nick Maierhöfer (@nickmaierhoefer) and Marius Winter (@majusarts) from Germany. We met in Kindergarten, grew up playing video games, drawing Star Trek comics and making Lego movies. Our first games were made with the Game Boy Camera and Klik & Play.
In out teenage years we went on separate educational paths. Nick focused on film editing and motion design, while Marius focused on animation and writing. In 2013, Marius made many small flash games with Benedikt Hummel under the name Major Bueno.
By the end of 2016 Nick and Marius finally collaborated again, discovering the power of Unity & Playmaker to produce simple, but highly-unique games. Our first project was Melone in the Dark, an Alone in the Dark tribute.
Say No! More came to life soon after that. What began as a simple conversation about interrupting and shouting at NPC, soon became a topic that we could not stop talking about. The game started to make us reflect on moments in our lives where we say "yes" in situations we know we want to say No! to.
In November 2017 we made a prototype, to test the core mechanic, the controls and the potential for humor. In it you encounter your first bullies and mean co-workers, upgrade your power to say No!, and beat the final boss of level 1.
Please keep in mind that this is a prototype and that it doesn't represent the story of the final game. A new demo that will give a much better idea how the final game will look&feel will be ready by mid-march.
Mac (70,1 MB) or Windows (66,2 MB)
If you don't have time to play you can enjoy a playthrough of the prototype with commentary below.
We feel that we have a solid idea and a great proof of concept of this game. Early showings of the prototype, and the reactions on twitter tell us we are onto something. But we are just at the beginning of the project, and after many small, free online games, this is the first "big" project for us. This is why we are looking for a partner who wants to make the game a reality with us.
Time and money: Say No! More is close to our hearts, which is why we want to give it our full attention. Our goal is to work on this game full time for one year.
Team: We want to expand our team with talents from two main branches, Code and Audio.
Technical assistance: Our code knowledge is limited to Unity Playmaker, which has worked well to prototype the core mechanics of the game. But we know that at some point soon we will need help from more experienced programmers, especially when we consider porting to consoles and mobile devices.
Marketing: We believe the game will be able to reach a diverse audience. It's easy to get into, no gaming skills are required, and it's about the word No!. To reach a wide audience, the game will depend on great marketing.
Are you going to GDC? We will be there, and would love to talk with you about our game! We'll bring our laptops, headphones and a brand new demo of the game, that is a much more advanced version of the prototype.
Just let us know via E-Mail and we'd love to meet you!