*Sniff Sniff*, I podcast best when my bladder is full,
Welcome back to the podcast! Today we’re going to be talking about Dujanah, which is a tough game to describe. With an art style predominately defined by claymation, randomized events that mean no two playthroughs of the game are entirely alike, and a sensibility somewhere between jokes and universal emotional truth, the game runs the gamut of moods and tones. The game is far from meaningless, however. The majority of interactions play into the game’s larger themes, and deciphering that is the main puzzle the player is presented with. The idiosyncratic characters and disjointed scenes serve their own purposes and which things you focus on will affect your takeaways from the game. And despite all these art-game pretensions and ruminations on death and consciousness, Dujanah has an understanding of play, and still makes sense as a game, even if what game that is takes a lot of forms over its short runtime. We’ll be discussing the parts of the game that we individually found most effective in communicating its themes, whiplash inducing tonal change, and whether or not we thought the game would show us an anus.
Thank you for joining us this week! We had a good time with this weird game, and it fits well within our range of tastes when it comes to indie titles. But weird games don’t get the clicks, baby, so next time join us as we talk about the original mobile tower defense vegetation sensation, Plants Vs. Zombies.