Quit Stalin by Eugenik
Make him quit stallin' in therapy. Fix him, so he does not cause Holodomor.
Succeed as therapist, and save millions from starvation, avoid collectivization and dekulakization.
How to play: Use F:NV style dice rolls on each risky dialogue choice that requires certain skill (Jungian, Freudian, Adlerian). CAREFUL, DO NOT GET SENT TO GULAG!
- please send your ideas on improving the game (influencing the choices, minigames, UI)
- do you mind the voices, animations?


Authors:
Eugenik - programming - Common UI - screenplay - set dressing - Stalin voice (will be modulated and vocoded in update)
Chia Seminko - 3D characters - 3D character and Stalin's face modeled - animation - poses - Spielrein voice (will be modulated)
Engine: Unreal Engine 5.6.1
Inspirations: my previous game Heal Hitler, The Sopranos and master Carl Jung.
Please excuse the voice placeholders for now, me and my gf simply did not have time to record all 150 sentences of the conversation tree screenplay. We opted for AI generated voices and for that reason opted out of Audio ratings.
For Stalin, I used a historical speech and cloned his voice, so what you hear is aproximately how he would sound in english.
- Dice rolls on each risky dialogue choice that requires certain skill (Jungian, Freudian, Adlerian).

Feel free to give me ideas for alternative names for the game. This is one of the first puns that came to mind (my previous game having the name "Heal Hitler" was better..). For this jam I thought of "The big grain collector", but haven't used it in the end.
| Windows | https://eugenik.itch.io/quit-stalin |
| Original URL | https://ldjam.com/events/ludum-dare/58/quit-stalin |
Ratings
| Overall | 705th | 2.948⭐ | 98🧑⚖️ |
| Fun | 713th | 2.649⭐ | 96🧑⚖️ |
| Innovation | 501th | 3.073⭐ | 98🧑⚖️ |
| Theme | 779th | 2.294⭐ | 99🧑⚖️ |
| Graphics | 394th | 3.652⭐ | 101🧑⚖️ |
| Humor | 404th | 2.963⭐ | 96🧑⚖️ |
| Mood | 646th | 3.064⭐ | 96🧑⚖️ |
| Given | 204🗳️ | 356🗨️ |
I think the surrealism of the situation together with the level of graphic for mostly text-based gameplay created the atmosphere that makes the game.
I also appreciate writing in the game, the level of psychological depth is 10/10.
A small note on the gameplay: the different approaches work when player has control over them. E.g. if I could've done something to improve my chances in certain dialog options, I'd prefer a certain strategy and started to use a certain approach. In this game this was mostly a game of numbers for me: choose whatever has higher chance of success (which is not much of a challenge). In most cases I had only one option to choose, I guess in such cases it might be better to just continue dialog, without requiring the user's input.
However I understand that this might've been the idea as well: you can't really control anything when you are dealing with a dictator.
Now I am super curious what were your intentions with the game :)
The game of polish is very high, and the background story based on the Holodomor. is deeply thought-provoking.
The script also seems to be written with great detail, and I can really feel the creator’s dedication.
However, since I’m not a native English speaker, I found some of the dialogue a bit challenging to understand — some lines used technical term(I think), which made it harder for me to follow the story fully.
Also, the female voice sounds a bit weird due to the use of AI, though that’s totally understandable bc time constraints.
Overall, the game is really well made!
Some dialogue options didn’t seem to display all lines, which might cause confusion for players unfamiliar with the historical context or for non-native speakers like me.
If you are Chinese/Japanese, I know you can be stingy with proper subtitles and will DEFINITELY notice that the text translation is not professional-grade (talking the final product here).
Einfach sounds German tho, German translation should be easier, text-wise
(btw, I translated that quote on your profile, "Don't be too idle". Funny, Quit stalling is similar in meaning.)
I found the dialogue tree a bit difficult/surreal to negotiate, but I also felt that leaned into the theme of having to placate a chimeric maniac :)
Still, I can’t help but acknowledge the impressive amount of work you’ve done: 3D models, animated dialogue, and even voice acting — that’s solid work. Well done!
It is Unreal engine so it pretty much sucked every CPU and GPU cycle I had and my box is pretty beefy. It pulled so much juice that it set of my UPS.
So, I really never played your game because it try to kill my computer.
I really loved how the absurd premise is supported by strong writing and a surreal atmosphere, making it feel like I'm stuck in a historical fever dream.:slight_smile:
Great work, especially for a game jam! :clap:
I have to say you did an amazing job with the facial animations. I'm assuming you had some kind of tool to match the lip movement to the audio/script because I can't imagine doing all of those lines by hand in such a short time. Really interested to know how it was done because the result was quite good!
Honestly it was surprisingly educational too. I could see a larger version of a game like this covering different topics and historical figures being used for classrooms and education. Very cool stuff. Minor nitpick though: the subtitles felt difficult to read being in all caps.
I do wish there were more opportunities for using the different psychological techniques. I played through it about 5 or 6 times hoping to see different choices but a lot of them came back to the same topics from before and there was only one option to click so it felt more like funneling down a path than branching out.
The best result I got was "moderate success", but this one was probably my favorite ending:

My best run, I ended with moderate success. I'll take it!
https://www.youtube.com/watch?v=VtUy4qp1Wfo
I don't know how this compares with your other game ("Healing Hitler"'s link Doesn't load for me) but it's clear to me that you are interested in the psychology of history, and the history of psychology. Your basic game play concept is solid as well. It is essentially a visual novel with some luck based outcomes as well as the normal node based conversations. If I had thought of this concept, I would be tempted to experiment with 2 categories of items
Presentation: The models sitting in the therapy room are impressive and realistic, but since we are talking about a video game, we are not limited to reality. In addition to the therapy room, its possible to have surreal representations of thoughts somewhere on screen, maybe Stalin can have a flashback to his drunken dad giving him a beating, or maybe we could see some period photos or artwork relevant to the dialog. We could go the other way as well, stripping away the room and just leaving the chairs and the two characters present. There are many creative choices to make. Just staying in the therapy room with two models is a valid one, but I would just want to examine some of the other concepts before saying they don't fit in. Another presentation item is informing the player. I like history and I know what a kulak was, but you can't assume all players will. This doesn't mean you can't teach them. For example having some kind of encyclopedia where the player can click on a word to learn about it is one way to help the players learn about history and psychology. I think the players will like learning and also enjoy the game more when they have learned more. Then again, maybe I'm just a nerd because I remember reading all of the civilopedia entries as a kid while playing Sid Meier's civilization 3.
Mechanics: Visual novel players will happily sit for hours and read through dialogue, but other engaging elements could add something to the game. Of course QTE are a simple way to add engagement for players, but they tend to get annoying fast so you would need a lot of variety. Trackers and resources are another way of adding engagement. It looks like currently, paranoia should always come down and trust should always go up. That's good but imagine another variable that you needed to keep between two values. Whether it got too high or too low, it would create tension. The player will see this and try and steer the conversation back to where they want it to be. My last item is RPG elements. Over the course of many therapy sessions maybe your character can become better at certain things, for example an increased chance for Freudian school options, or a penalty to other schools. That's just an example. The point is having mechanical touch-points for the role playing, whatever form that may take. I think RPG elements are kind of the interface between the character and the player.
Anyway the TLDR is that I think You and your partner did a great job for the jam, and I think there are a lot of directions it could go in if you wanted to expand on it










These comments weren't selected. They were the first 10 comments I encountered, and that didn't take long. You'd be hard-pressed to find a comment of his that doesn't look like that; I've never seen one personally.
Leaving one-liner comments isn't inherently bad, but if someone collects (!! is this a Ludum Dare 58 meta-game?) almost 300 karma in a few days, and every. single. comment is so insubstantial, so empty that it could have been written after merely glancing at a screenshot, or not even–then something doesn't seem right.
My game can take less than a minute to complete if you aren't particularly committed to it, and the end screen has a little request to the commenter, a request which obviously hasn't been honored by Eugenik who only commented "Amazing art!!!." under an experimental mini-game where art is the weakest link.
Opportunists who game the system show up at every Ludum Dare, but Eugenik is a repeat offender that has done this for years. In fact, if you've been around here for some time, you probably recognize him. Perhaps his most egregious comment was "nice humor" under a tearjerker game about playing the piano:

I will repost this comment every semi-annum until this guy gets in line or leaves the community. Fake rating spammers are a net negative and hurt the spirit of the event.
:smile:
P.S. If I had to come up with a witty name i'd suggest Stalin' for time