Say No! More runs on a single mechanic: pressing one button to say NO. That's it. And yet somehow it manages to deliver this emotional story about setting boundaries, toxic work culture, and self-worth that hits way harder than it has any right to.
10/10 would traumatize my fictional boss again.

Next up
#Devruary What engine are you using in your current game? Unity! It has been my go-to tool for years now. It gets the job done and I know my way around it pretty well. But if Godot keeps walking by with that big open-source energy... đź‘€
What advice would you give a new dev? #Devruary START. SMALL.
I'm talking Flappy Bird, Brick Breaker, Pong level small.
Trying to make GTA 20 as your first project? That's a one-way ticket to burnout town. Walk before you run. 
Which game dev inspires you most? #Devruary
Scott Cawthon. The man took a simple mechanic and iconic characters and created a CULTURAL PHENOMENON.
Don't agree with everything he stands for, but his creativity as a dev is undeniable. 
What’s the biggest dev mistake you’ve made? #Devruary Not leaving doomed projects sooner, skipping version control early on, and... GetComponent() in Update().
I wasn't born a coding genius, okay?? And I guess we've all been there, right?? ...RIGHT?? 
What feature almost broke your game? #Devruary Hack'n'slash combat system. College project. Peak overconfidence meets peak inexperience.
The feature died so the game could live (barely). Lesson learned: scope management is a SKILL.
How do you deal with burnout? #Devruary
Honestly? I just... step away. Stop coding. 
The irony is that as a game dev, I rarely have time to actually PLAY games anymore. So when burnout hits, I try to play games that are nothing like what I'm developing.
#GJAsks Hide and Shriek deserves SO much more attention! I'm not the type to play multiplayer games, but GOD I can't stress enough how much fun I had playing this game. The concept and the gameplay itself are so simple, but they work SO. FREAKING. WELL.













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