Goodissey: Unterschied zwischen den Versionen

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{{Short description|2004 video game}}
Eine Game Design Idee der [[GOOS]] 👻.
{{good article}}
{{Infobox Computer- und Videospiel
{{Use mdy dates|date=January 2018}}
|Titel          = Goodissey
{{Infobox video game
|Entwickler      = [[GOOS]]
| title = Yume Nikki
|Publisher      = GOOS
| image = Yume Nikki header image on Steam.jpg
|Release        = 2025
| caption = [[Steam (service)|Steam]] artwork
|Plattform      = PC, Nintendo Switch, NES, SNES, SEGA GENESIS
| developer = Kikiyama
|Engine          = Unity
| publisher = {{unbulleted list|Kikiyama{{efn|Self-published on Kikiyama's website prior to its 2018 Steam release}}|[[Playism]]}}
|Thematik        =  
| engine = [[RPG Maker 2003]]
|Spielmodi      = Single Player
| released = June 26, 2004
|Sprache        = Englisch
| genre = [[Adventure game|Adventure]]
|USK            = 16
| modes = [[Single-player]]
|Genre          = Action Adventure
| platforms = [[Windows]]
}}
}}
{{nihongo foot|'''''Yume Nikki'''''|ゆめにっき||{{lit}} "Dream Diary"|group=lower-alpha}} is a 2004 [[adventure game]] created by [[pseudonym]]ous Japanese developer Kikiyama. The player controls a girl named Madotsuki and explores her dreams, collecting 24 effects that change her appearance and equipment. Random events also occur throughout the game in the form of [[Cutscene|cutscenes]] and unique gameplay sequences. The game was developed using [[RPG Maker 2003]] without a traditional plot or battle system. Gameplay instead focuses on exploration of the dream world.


''Yume Nikki'' was distributed as [[freeware]] on Kikiyama's personal website beginning in June 2004, with updates continuing until 2007. Despite its limited distribution format, it gained a [[cult following]] on the Japanese textboard [[2channel]] and later outside of Japan by its fan-made English translation. The game has received praise for its [[Surrealism|surreal]] visual style and emphasis on open-ended exploration; its [[nonlinear gameplay]] and lack of combat led some critics to describe it as a precursor to [[walking simulator|walking simulators]]. Its visual style and [[horror game|horror]] elements inspired numerous [[fangame]]s and influenced later [[Indie game|indie games]]. ''Yume Nikki'' was published on [[Steam (service)|Steam]] by [[Playism]] in 2018. A 3D [[Reboot (fiction)|reboot]], ''[[Yume Nikki: Dream Diary]]'', was also released the same year.
[[Datei:We dont like humans Poster.png|800x800px]]


== Gameplay ==
== Core Idea ==
[[File:Yumenikki.png|left|thumb|Madotsuki on a staircase with the bicycle effect equipped, which increases her movement speed<ref name="PCGamer" />]]
In das Haus der zwei Geister ziehen immer wieder Störenfriede und Eindringlinge ein. Auch Makler*innen wollen das Haus ständig weiterverkaufen, die Geister wollen aber nur ein ruhiges Leben und werden andauernd durch die einziehenden Familien gestört.


''Yume Nikki'' is an exploration-based [[adventure game]] with no dialogue, combat, or plot; there is also no way to reach a [[game over]].<ref name="Wired">{{cite magazine |last1=Muncy |first1=Julie |date=January 23, 2018 |title=The Mysterious Japanese Game That Took 14 Years To Officially Come Out |url=https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/ |magazine=[[Wired (magazine)|Wired]] |access-date=August 7, 2019 |archive-date=January 25, 2018 |archive-url=https://web.archive.org/web/20180125154245/https://www.wired.com/story/yume-nikki-japanese-game-that-took-14-years-to-officially-come-out/ |url-status=live }}</ref> The player controls a girl named Madotsuki who lives alone. The game begins inside her apartment, which the player is initially unable to leave.<ref name="HG101">{{Cite web |last=McSwain |first=Ryan |date=May 4, 2017 |title=Yume Nikki |url=http://www.hardcoregaming101.net/yume-nikki/ |access-date=2022-05-21 |website=Hardcore Gaming 101 |language=en-US |archive-date=March 2, 2022 |archive-url=https://web.archive.org/web/20220302203215/http://www.hardcoregaming101.net/yume-nikki/ |url-status=live }}</ref> The player can save their progress by sitting at Madotsuki's desk and writing in her [[dream diary]]. Sleeping in her bed causes Madotsuki to start dreaming.<ref name="Wired" />
Man spielt im Coop süße Geister und versucht die Eindringlinge durch gut durchdachte Streiche und furchteinflößende Taten aus dem Haus zu vertreiben. Der Multiplayer ist auf zwei Player ausgelegt, die miteinander kommunizierend strategisch das Haus verteidigen müssen. Man muss jedoch unerkannt bleiben und versuchen nicht von dem Menschen entdeckt zu werden. Manche Streiche kann man nur gemeinsam durchführen, also müssen die Spielenden gut zusammenarbeiten.


Her dream begins in a room closely resembling her apartment. On leaving the room, Madotsuki enters an area commonly referred to as the Nexus, which contains a series of new doors. Each door leads to a different area in the dream world, with areas having distinct environments and designs.<ref name="HG101" /> The player's objective is to explore these areas and collect 24 different Effects, which change Madotsuki's appearance or equipment when used.<ref name="PCGamer">{{cite web |last1=Zavarise |first1=Giada |date=October 28, 2017 |title=The horrifying legacy of Yume Nikki, the homebrew game that became a phenomenon |url=http://www.pcgamer.com/the-horrifying-legacy-of-yume-nikki-the-homebrew-game-that-became-a-phenomenon/ |access-date=August 7, 2019 |website=[[PC Gamer]] |archive-date=January 13, 2018 |archive-url=https://web.archive.org/web/20180113041305/http://www.pcgamer.com/the-horrifying-legacy-of-yume-nikki-the-homebrew-game-that-became-a-phenomenon/ |url-status=live }}</ref><ref name="USgamer" /> Effects can be collected by interacting with certain objects and [[Non-player character|non-player characters]] (NPCs). Other objects can send Madotsuki to different areas. Throughout the game, random events occur, which can be [[Cutscene|cutscenes]] or have interactive elements.<ref name="Wired" /><ref name="HG101" /> The game's ending, unlocked after the player collects all 24 Effects,<ref name="PCGamer" /> shows Madotsuki jumping off of the balcony of her apartment.
Die Streiche füllen ein Scare-Meter auf, das sich je nach Füllstand auch auf das Aussehen der Geister auswirkt - sie werden immer ein wenig gruseliger. Wenn das Scare-Meter ganz aufgefüllt wird, können die Geister einen ultimativen Schrecken praktizieren, der die Unruhestifter dann endgültig aus deren Haus verjagt.  


== Development and release ==
Es kommen jedoch immer wieder neue Leute, die in dem Haus wohnen wollen, die es zu vertreiben gilt.  
''Yume Nikki'' was independently developed and published by Kikiyama, a [[pseudonym]]ous Japanese developer about whom very little is known.<ref name="Wired" /> They created the game using the [[RPG Maker 2003]] engine.<ref name="PCGamer" /><ref name="Eurogamer">{{Cite news |last=Reynolds |first=Matthew |date=2018-01-10 |title=Surreal cult classic Yume Nikki now available on Steam |language=en-gb |work=[[Eurogamer]] |url=https://www.eurogamer.net/yume-nikki-now-available-on-steam |access-date=2022-05-21 |archive-date=May 21, 2022 |archive-url=https://web.archive.org/web/20220521063438/https://www.eurogamer.net/yume-nikki-now-available-on-steam |url-status=live }}</ref> Kikiyama first shared a build of the game on June 26, 2004, on the Japanese [[textboard]] [[2channel]]. They continued to update the game until 2007, stopping at version 0.10.<ref name="PCGamer" /> After its initial release, it received a fan-made English translation.<ref name="Wired" /> From 2011 to 2018, Kikiyama's status was unknown as they were unresponsive to all contact. A popular theory proposed that they could have died, possibly in the [[2011 Tōhoku earthquake and tsunami|2011 Tōhoku earthquake]].<ref name="Wired" /> On January 10, 2018,<ref name="Steam">{{Cite web |title=Yume Nikki on Steam |url=https://store.steampowered.com/app/650700/Yume_Nikki/ |access-date=2022-05-21 |website=[[Steam (service)|Steam]] |language=en |archive-date=May 13, 2022 |archive-url=https://web.archive.org/web/20220513113559/https://store.steampowered.com/app/650700/Yume_Nikki/ |url-status=live }}</ref> ''Yume Nikki'' was released on [[Steam (service)|Steam]] by publisher [[Playism]], and [[Kadokawa Corporation|Kadokawa Games]], the developer of the RPG Maker software, confirmed that Kikiyama was still alive and involved with the project.<ref name="Wired" /><ref name="Countdown">{{cite web|url=https://www.polygon.com/2018/1/10/16873602/yume-nikki-steam-download-new-project-dream-diary-sequel|title=A disturbing cult classic finally hits Steam, with a follow-up on the way|last1=Frank|first1=Allegra|date=January 10, 2018|website=[[Polygon (website)|Polygon]]|access-date=January 10, 2018|archive-date=January 10, 2018|archive-url=https://web.archive.org/web/20180110193626/https://www.polygon.com/2018/1/10/16873602/yume-nikki-steam-download-new-project-dream-diary-sequel|url-status=live}}</ref> In 2023, Kikiyama was interviewed by [[Toby Fox]] in his ''[[Famitsu]]'' column.<ref>{{Cite web |last=Diaz |first=Ana |date=2023-02-03 |title=Undertale’s creator conducted an interview with a cult-hit RPG dev, and it’s bizarre |url=https://www.polygon.com/23585012/toby-fox-yume-nikki-undertale-kikiyama-famintsu-interview |access-date=2023-02-23 |website=Polygon |language=en-US}}</ref>


== Reception ==
Man kann das Spiel durchspielen, indem man das Haus für Menschen unbewohnbar macht und niemand mehr einziehen möchte aus Angst vor den Geistern.
''Yume Nikki'' received positive critical reception for its unique, [[Surrealism|surreal]] visual style.<ref name="Wired" /><ref name="HG101" /><ref name="RPSLegacy">{{Cite news |last=Zavarise |first=Giada |date=2018-01-15 |title=Yume Nikki's legacy: an invitation to dream |language=en |work=[[Rock, Paper, Shotgun]] |url=https://www.rockpapershotgun.com/yume-nikki-legacy-introduction |url-status=live |access-date=2022-05-22 |archive-url=https://web.archive.org/web/20220522054628/https://www.rockpapershotgun.com/yume-nikki-legacy-introduction |archive-date=May 22, 2022}}</ref> Its visual style has been compared to the 16-bit graphics of ''[[EarthBound]]''.<ref name="HG101" /> Ryan McSwain, writing for ''[[Hardcore Gaming 101]]'', remarked that the game created surprisingly good visuals by using layering effects and "eye-catching animations". He also praised the game's music and sound design.<ref name="HG101" /> Giada Zavarise of ''[[Rock Paper Shotgun]]'' said that the game's pixel-art style influenced a movement of indie horror games like ''[[Ao Oni]]'' and ''[[Ib (video game)|Ib]]''. She also attributed some of the game's popularity to the fact that its "dreamy" imagery invites speculation about its meaning.<ref name="RPSLegacy" /> ''[[Wired (magazine)|Wired]]'s'' Julie Muncy also pointed to the game's surreal imagery and said that it appeals to those interested in [[dream interpretation]].<ref name="Wired" />


The gameplay and atmosphere were also well-received by critics, who identified the game's emphasis on exploration as a major appeal.<ref name="Wired" /><ref name="HG101" /><ref name="RPSLegacy" /> Some critics called it an early example of a [[walking simulator]].<ref name="PCGamer" /><ref name="RPSLegacy" /> Muncy described it as being "rich in atmospheric dream worlds" and said its surreal world-building logic creates uneasiness in players.<ref name="Wired" /> McSwain and Zavarise agreed that the game's world was enjoyable to explore and had distinct and interesting locations. They both criticized the lack of any guides or maps, which made it too easy for the player to get stuck.<ref name="HG101" /><ref name="RPSLegacy" /> McSwain also criticized the game's random events for being too difficult to encounter due to their rarity.<ref name="HG101" /> Zavarise specifically said the early parts of the game, before the player is able to memorize paths and landmarks, were the most likely to drive new players away.<ref name="RPSLegacy" />
== Unique Selling Points ==
Das Spiel arbeitet mit Voice Recognition und merkt wenn die zwei Spielenden miteinander kommunizieren und sich absprechen. Die Eindringlinge haben einen bestimmten Radius in dem sie die Stimmen bemerken und wissen dass es in dem Haus spukt. Man muss also taktisch schauen wo es sicher ist sich abzusprechen und die Streiche zu planen. Im User Interface wird man dann auch visuell sehen können, wann die Recognition anschlägt. Ebenso wird es sichtbar sein, wenn Menschen die Stimme bemerken.  


== Legacy ==
Um sicher Streiche planen zu können gibt es immer einen Safe Room im Haus. Dort können die Spielenden sich sicher beraten ohne gehört zu werden und auch Gegenstände lagern, die sie eventuell später noch benötigen könnten.  
Originally receiving a limited Japanese-only release, ''Yume Nikki'' later gained a larger [[cult following]] in the West, due in part to its fan-made English translation.<ref name="Wired" /><ref name="RPSLegacy" /> Gita Jackson of ''[[Kotaku]]'' also attributed this following to the game's "unusual visual style and oppressive tone".<ref name="KotakuStory">{{cite web |last1=Jackson |first1=Gita |date=January 16, 2018 |title=The Horror Game Developer Who Disappeared For A Decade |url=https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563 |url-status=live |archive-url=https://web.archive.org/web/20181022153217/https://kotaku.com/the-horror-game-developer-who-disappeared-for-a-decade-1822123563 |archive-date=October 22, 2018 |access-date=August 7, 2019 |website=[[Kotaku]]}}</ref> Caty McCarthy of ''[[USgamer]]'' compared its proliferation across the internet in the mid-2000s to that of ''[[Cave Story]]''.<ref name="USgamer">{{Cite web |last=McCarthy |first=Caty |date=2018-01-10 |title=Over a Decade Later, Yume Nikki Wakes Up on Steam |url=https://www.usgamer.net/articles/over-a-decade-later-yume-nikki-wakes-up-on-steam |access-date=2022-09-17 |website=USgamer |language=en |archive-date=July 30, 2022 |archive-url=https://web.archive.org/web/20220730014506/https://www.usgamer.net/articles/over-a-decade-later-yume-nikki-wakes-up-on-steam |url-status=live }}</ref> Due to the game's open-ended nature and the accessibility offered by the RPG Maker software, ''Yume Nikki'' has inspired the creation of a number of [[Fangame|fangames]], some of which have attempted to explore theories about the original game;<ref name="PCGamer" /> notable fangames include ''{{nihongo foot|Yume 2kki|ゆめ2っき|group=lower-alpha}}'' and ''.flow''.<ref name="HG101" /><ref name="RPSLegacy" /> It has also influenced other [[Indie game|indie games]], including ''Ao Oni'', ''Ib'', ''[[Lisa: The First]]'', and ''Undertale.''<ref name="RPSLegacy" /><ref name="KotakuStory" /><ref name="IGNsteam">{{cite web |last1=Rad |first1=Chloi |date=January 10, 2018 |title=Cult Horror Game Yume Nikki Hits Steam, New Project Teased |url=https://www.ign.com/articles/2018/01/10/cult-horror-game-yume-nikki-hits-steam-new-project-teased |url-status=live |archive-url=https://web.archive.org/web/20190805205138/https://www.ign.com/articles/2018/01/10/cult-horror-game-yume-nikki-hits-steam-new-project-teased |archive-date=August 5, 2019 |access-date=August 7, 2019 |website=[[IGN]]}}</ref> In January 2018, games journalist Lewis Denby started a [[podcast]] named ''Dream Diary'' which explores the history and theories surrounding the game's origins and its rise in popularity.<ref name="USgamer" /><ref name="IGNsteam" />


=== Related media ===
Eine ebenso interessante Mechanik ist das Coop Rogue Lite Genre. Da die meisten Rogue Lite Spiele nur im Single Player spielbar sind, ist es bei ''We don't like People'' außergewöhnlich, sich zu zweit durch die schweren Level zu kämpfen und taktisch vorzugehen um nicht entdeckt zu werden.  
''Yume Nikki'' has seen semi-official<ref name="Wired" /> adaptations into a [[manga]] and [[light novel]].<ref name="PCGamer" /> The manga was illustrated by [[Hitoshi Tomizawa]], and was serialized in [[Takeshobo]]'s web magazine ''Manga Life Win+'' beginning in May 2013.<ref name="NlabManga">{{Cite web |title=再現度高いぞ!? 「ゆめにっき」Web漫画連載がついにスタート |url=https://nlab.itmedia.co.jp/nl/articles/1305/20/news133.html |access-date=2022-05-22 |website=ねとらぼ |language=ja |archive-date=May 22, 2022 |archive-url=https://web.archive.org/web/20220522021301/https://nlab.itmedia.co.jp/nl/articles/1305/20/news133.html |url-status=live }}</ref><ref name="ANNAdaptations" /> The light novel is titled ''{{nihongo foot|Yume Nikki: I Am Not in Your Dream,|ゆめにっき —あなたの夢に私はいない—|Yume Nikki: Anata no Yume ni Watashi wa Inai|group=lower-alpha}}'' and was written by Akira and illustrated by Aco Arisaka.<ref name="ANNAdaptations">{{cite web |last1=Nelkin |first1=Sarah |date=January 3, 2013 |title=Yume Nikki Surreal Horror Game Gets Novel, Manga Adaptations |url=https://www.animenewsnetwork.com/interest/2013-03-01/yume-nikki-surreal-horror-game-gets-novel-manga-adaptations |access-date=August 7, 2019 |website=[[Anime News Network]] |archive-date=March 3, 2013 |archive-url=https://web.archive.org/web/20130303002247/https://www.animenewsnetwork.com/interest/2013-03-01/yume-nikki-surreal-horror-game-gets-novel-manga-adaptations |url-status=live }}</ref> It was licensed for digital distribution in English by [[J-Novel Club]].<ref name="IGNsteam" /> ''[[PC Gamer]]'' reported that the manga and light novel were criticized for providing explanations for things the game had left open to interpretation, and the ''Yume Nikki'' merchandise distributor stated that the adaptations were not created as canonical extensions of Kikiyama's original ideas.<ref name="PCGamer" />


==== ''Yume Nikki: Dream Diary'' ====
Der Rogue Lite Aspekt macht nach jedem Run bemerkbar, da man immer neue Items freischalten kann die den Spielenden helfen können einfacher das Haus zu verteidigen. Man kann auswählen welche Gegenstände man in dem Safe Room lagern kann, auf die man dann dort während des Spiels zugreifen kann.
{{main|Yume Nikki: Dream Diary}}
Along with the release of ''Yume Nikki'' on Steam, a two-week countdown appeared on the Kadokawa Games website.<ref name="Wired" /><ref name="Countdown" /> At the end of the countdown, a [[Reboot (fiction)|reboot]] called ''[[Yume Nikki: Dream Diary]]'' was announced. The game, which is rendered in [[3D computer graphics|3D]],<ref name="GematsuReboot" /> was developed by Kadokawa under the supervision of Kikiyama, and features some design concepts and characters left unused in the original game.<ref name="GematsuReboot">{{cite web |last1=Romano |first1=Sal |date=January 25, 2018 |title=Yume Nikki: Dream Diary is a 3D reboot, launches for PC on February 23 |url=https://gematsu.com/2018/01/yume-nikki-dream-diary-3d-reboot-launches-pc-february-23 |url-status=live |archive-url=https://web.archive.org/web/20180203002307/https://gematsu.com/2018/01/yume-nikki-dream-diary-3d-reboot-launches-pc-february-23 |archive-date=February 3, 2018 |access-date=25 January 2018 |website=Gematsu}}</ref><ref name="IGNsequel">{{cite web |last1=Rad |first1=Chloi |date=February 27, 2019 |title=Yume Nikki: Dream Diary Revealed, a 'Reboot' of 2004 Cult Horror Game |url=http://www.ign.com/articles/2018/01/25/yume-nikki-dream-diary-revealed |url-status=live |archive-url=https://web.archive.org/web/20180130134832/http://www.ign.com/articles/2018/01/25/yume-nikki-dream-diary-revealed |archive-date=January 30, 2018 |access-date=29 January 2018 |website=[[IGN]] |publication-date=January 24, 2018}}</ref> Many of the characters and locations from the original returned in the reboot, and [[Puzzle video game|puzzle]] and [[Platform game|platforming]] elements were added.<ref name="IGNswitch" /> It was released on Steam on February 23, 2018<ref name="IGNsequel" /> and for the [[Nintendo Switch]] on February 21, 2019.<ref name="IGNswitch">{{cite web |last1=Rad |first1=Chloi |date=February 27, 2019 |title=Yume Nikki: Dream Diary Launching on Nintendo Switch |url=https://www.ign.com/articles/2019/02/15/yume-nikki-dream-diary-launching-on-nintendo-switch |access-date=17 February 2019 |website=[[IGN]] |publication-date=February 15, 2019 |archive-date=February 18, 2019 |archive-url=https://web.archive.org/web/20190218023045/https://www.ign.com/articles/2019/02/15/yume-nikki-dream-diary-launching-on-nintendo-switch |url-status=live }}</ref>


''Dream Diary'' received "mixed or average reviews" according to [[review aggregator|review aggregate]] site [[Metacritic]].<ref name="MetacriticSequel">{{Cite web |title=YUMENIKKI -DREAM DIARY- for PC Reviews |url=https://www.metacritic.com/game/pc/yumenikki--dream-diary- |url-status=live |archive-url=https://web.archive.org/web/20211110090347/https://www.metacritic.com/game/pc/yumenikki--dream-diary- |archive-date=November 10, 2021 |access-date=2022-05-25 |website=[[Metacritic]] |publisher=[[CBS Interactive]] |language=en}}</ref> Critics comparing the two games generally felt that ''Dream Diary'' was not as good as the original.<ref name=":0">{{Cite news |last=Smith |first=Adam |date=2018-02-26 |title=Wot I Think: Yume Nikki - Dream Diary |language=en |work=[[Rock, Paper, Shotgun]] |url=https://www.rockpapershotgun.com/yume-nikki-dream-diary-review |url-status=live |access-date=2022-05-21 |archive-url=https://web.archive.org/web/20210421114343/https://www.rockpapershotgun.com/yume-nikki-dream-diary-review |archive-date=April 21, 2021}}</ref><ref name=":1">{{Cite web |last=Lopez |first=Azario |date=2018-03-06 |title=Yume Nikki -Dream Diary- Review -- Now, Wake Up |url=https://www.dualshockers.com/yume-nikki-dream-diary-review-now-wake/ |url-status=live |archive-url=https://web.archive.org/web/20211110022535/https://www.dualshockers.com/yume-nikki-dream-diary-review-now-wake/ |archive-date=November 10, 2021 |access-date=2022-05-21 |website=DualShockers |language=en}}</ref><ref name=":2">{{Cite web |last=Lynn |first=Kevin |date=2019-08-12 |title=Yume Nikki – Dream Diary review |url=https://adventuregamers.com/articles/view/38126 |access-date=2022-09-17 |website=[[Adventure Gamers]] |language=en |archive-date=November 24, 2021 |archive-url=https://web.archive.org/web/20211124045047/https://adventuregamers.com/articles/view/38126 |url-status=live }}</ref> Adam Smith of ''Rock Paper Shotgun'' said that it had lost the "mysterious horror and charm" of the original.<ref name=":0" /> Azario Lopez of ''DualShockers'' felt that the developers' passion for the original game was apparent in ''Dream Diary''{{'s}} visuals and sound design, but felt that it could ultimately never live up to the standard of the original.<ref name=":1" /> Kevin Lynn of ''[[Adventure Gamers]]'' felt that ''Dream Diary's'' visuals were a "solid translation" of the original's into 3D, but said ''Yume Nikki''{{'s}} defining open-ended gameplay had been sacrificed in favor of adventure game tropes.<ref name=":2" />
== Features ==
Die Störenfriede im Haus sind zufällig generiert und besitzen jeweils eigene Tagesroutinen. Es gibt auch wiederkehrende NPCs gegen die es bewehrte Methoden gibt um diese zu vertreiben, beispielsweise Makler*innen oder Exorzist*innen.


== Notes ==
Manche Menschen benutzen Taschenlampen um den Streichen auf den Grund zu gehen. Wenn die Spielenden in den Lichtkegel geraten wird deren Scare-Meter ein wenig zurückgesetzt.
{{Notelist}}


== References ==
Störenfriede können Gegenstände verlieren oder an einem Ort liegen lassen, welche man mitnehmen kann und im Safe Room lagern kann. Die Leute können jedoch auch wieder gewisse Gegenstände aufheben und mitnehmen. Die Spielenden müssen also im Blick haben, wo interessante Items sein könnten die sie benötigen, bevor diese wieder weggenommen werden.
{{Reflist}}


== External links ==
Die verschiedenen Gegenstände haben verschiedene Scare-Faktoren, welcher darstellt wie sehr sich Menschen davor erschrecken. Die Menschen haben auch, je nach dem wie arg sie verängstigt wurden, verschiedene Scare-Faktoren. Je höher dieser Faktor bei den Störenfrieden ist, desto eher möchten sie fliehen und desto mehr Sachen lassen sie fallen wenn die Geister sie erschrecken. Bei bestimmten Eindringlingen sinkt der Scare Faktor jedoch langsam, wenn sie länger nicht mehr erschreckt worden sind! Der Scare Faktor macht sich auch in den Farben der Menschen bemerkbar, sodass die Spielenden einfach sehen können welche Leute sehr verängstigt sind und welche nicht.
* [https://www3.nns.ne.jp/~tk-mto/ Kikiyama's website] {{in lang|ja}}
* {{cite web | url=http://yumenikki.net/ | title=Project YUMENIKKI | archive-url=https://web.archive.org/web/20190817111812/http://yumenikki.net:80/ |archive-date=August 17, 2019 |url-status=usurped}} {{in lang|ja}}
* [http://yume-nikki.com/ ''Yume Nikki: Dream Diary'' official website]


{{Portalbar|Japan|Video games}}
== Setting ==
{{Authority control}}
Das Spiel ''We don't like People'' findet in einem gruseligen Haus statt.


[[Category:2004 video games]]
Die Zeitperiode zu Beginn des Spiels befindet sich in den 1920er Jahren. Die Jahrzehnte ändern sich nach jeder Welle an Eindringlingen bis in das 21. Jahrhundert hinein. Diese Änderungen kann man am Design des Hauses, der Inneneinrichtung und der Kleidung der Menschen ausmachen. 
[[Category:Adventure games]]
 
[[Category:Freeware games]]
== Charakter ==
[[Category:Indie video games]]
Man spielt einen sehr süßen Geist, der immer gruseliger wird je öfter er die Familie erfolgreich erschreckt und je höher das Scare-Meter ansteigt.
[[Category:Manga Life Win manga]]
Das Design des Geistes beinhaltet drei stages, die immer gruseliger werden.
[[Category:2000s horror video games]]
Über die Zeit kann man ingame auch kleine Accessoires für seinen Character freischalten.
[[Category:RPG Maker games]]
 
[[Category:Seinen manga]]
== Spielziel ==
[[Category:Single-player video games]]
Das Ziel von ''We don't like People'' ist es die Level durchzuspielen und die Störenfriede aus dem Haus zu vertreiben.
[[Category:Surrealist video games]]
 
[[Category:Video games about nightmares]]
Die Gewinnbedingung ist es das Scare-Meter aufzufüllen und die Eindringlinge so heftig und oft zu erschrecken, dass niemand mehr in dem Haus wohnen möchte. Dann können die Geister in Ruhe in ihrem Haus wohnen.
[[Category:Video games developed in Japan]]
 
[[Category:Video games featuring female protagonists]]
Man kann das Spiel jedoch auch verlieren, wenn man zu lange braucht um die Menschen zu erschrecken und diese keine Angst vor den Spielenden haben. Das passiert wenn das Scare-Meter konstant niedrig bleibt. Zu diesem Zeitpunkt können die Geister es nicht mehr schaffen die Eindringlinge erfolgreich zu erschrecken und zu vertreiben. Das ist das Ende des Runs und die Spielenden müssen von neuem Anfangen. Das bedeutet, dass wenn ein Geist verliert das Spiel vorbei ist und der andere nicht die Möglichkeit hat etwas dagegen zu tun. Für ein Rogue Lite ist das nur logisch, jedoch kann man zu einem Zeitpunkt ein Item für den Safe Raum freischalten, dass es einem Geist ermöglicht den anderen wieder gruseliger zu machen und somit schafft den Run nicht zu verlieren.
[[Category:Windows games]]
 
[[Category:Windows-only games]]
Eine andere Lose-Condition ist es von den Störenfrieden erkannt zu werden wenn man miteinander übers Mikrofon kommuniziert. Wie bereits beschrieben, wird ein*e Exorzist*in gerufen, um die Geister endgültig aus dem Haus zu vertreiben. Diese Person ist sehr schwer zu erschrecken, es ist jedoch machbar sie auch zu vertreiben, dann geht das Spiel normal weiter. Wenn man es jedoch nicht schafft wird man exorziert und verliert das Spiel.   
[[Category:Playism games]]
 
[[Category:Video games about dreams]]
== Art Style und Game Look ==
Das Spiel befindet sich in einer 2D-Ansicht mit 3D Objekten, ähnlich wie im Spiel ''Little Nightmares''. Man sieht das Haus in dem die Geister wohnen im Querschnitt von der Seite, sodass man alle Räume und die Tätigkeiten der Menschen sehen kann. So hat man einen guten Überblick über das Geschehen und kann die Streiche zusammen planen und sich im Haus koordinieren.
 
Die Spielenden haben jedoch jeweils nur einen bestimmten Radius in dem sie die Map sehen können. So kann man beispielsweise wenn man sich im Dachboden befindet nicht sehen was in den Unteren Stockwerken passiert.
 
== Zielgruppe ==
Das Spiel ist mit FSK 16 gekennzeichnet, da die Streiche blutig und gory werden können. Die Eindringlinge verwenden auch Schimpfwörter aufgrund der Geschehnisse.
 
''We don't like People'' ist für Casual Gamers und kann zwischendurch gespielt werden. Es erfordert keine großen Vorkenntnisse, jedoch ist es, wie andere Rogue Lite Games, am Anfang sehr schwer.
<br>
<br>
 
= Game Art =
== Enemies ==
[[Datei:Twins1.jpg|600x600px]]
 
 
[[Datei:Familyjpg.jpg|600x600px]]
 
 
[[Datei:The Foreman.png|500x500px]]
 
== Character ==
 
[[Datei:Unbenanntes Projeekt.jpg|400x400px]]<br>
<br>
 
Die ausgewählte Design Version mit den drei scare-stages:<br>
 
[[Datei:Unbenanntes Projeket (1).jpg|400x400px]]
 
 
Animiertes GIF vom spielbaren Character in der Idle Animation:
 
[[Datei:Unbenanntes Projekt.gif|400x400px]]
 
== Environment Art - House ==
[[Datei:Illustration113 1.png|600x600px]]
 
== User Interface - Fake Screenshot ==
[[Datei:Fake-screenshot1.png|889x889px]]
[[Kategorie:Game Design]]
[[Kategorie:Game Design im SS 2023]]
[[Kategorie:Game Art im SS 2023]]
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