
It’s like we’ve been using the same ones for 20 years.”Īnd thus came the idea for a game that revolves entirely around a dialogue system a system in which you can only say one thing. I was lucky that the guys were interested in exploring dialogue systems, because I feel like dialogue systems are really underexplored in games. We made it in 48 hours, so it’s a little rough around the edges.

While not a full-time member of the team, Kirner collaborated with FEED during the game jam. I had a chance to chat with Ned Kirner, the narrative designer and writer of the game. No other game at PAX made me laugh so hard.ĭeveloped by Melbourne-based studio FEED Games, Negative Nancy was developed as part of the GMTK Game Jam in August this year, in which the theme was ‘only one’. As the player, you can do one of two things after each response: say “no”, or say nothing. The game plays out as a series of 1-on-1 conversations.

Part of the appeal was its presentation: instead of a keyboard, I saw a big red button labeled “No” in front of the monitor.

Negative Nancy was easily my favourite game at PAX this year.
