DAKENSHI
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Tap the cans rolling down a cannery line and pull the bad ones using sound alone. Every can looks identical - only the pitch of the tap gives it away. The belt never stops and only gets faster. Three misses and your shift is over. Headphones recommended.
System Requirements
Minimum Requirements
Recommended Requirements
About This Game
Welcome to the inspection line. Cans come down the belt; you tap each one with an inspection rod, listen to what comes back, and knock the bad ones into the chute.
Sound is the only clue
Every can on the belt looks exactly the same, whatever is wrong inside it. No bulging lid, no dent, no rust - nothing is drawn. Looking will not help you. You have to tap it and listen.A good can rings clean. A bad one sits a few cents off that pitch - and only the pitch differs. The decay, the strike noise, the timbre are identical down to the sample. There is no "it just sounded off" to fall back on.
Tap here, reject there
The zone where you can tap and the zone where you can reject are different places. You tap on the right, listen, and have a few seconds while the can travels before you must commit on the left. That gap is your thinking time. The line does not wait.The line never stops
No stages. One run, and the belt keeps getting faster while the cans crowd closer together. Three misses ends the shift. Achievements are gated on how fast you go from hearing the bad can to pulling it.The defect catalog
Every anomaly you successfully reject is logged. Ten real cannery defects - hard swell, flipper, flat sour and the rest - each with reference art and notes on what actually went wrong inside the can. Fill the catalog and Hard Mode appears, where the pitch differences shrink further.Features
- A pure listening game - the visuals give away nothing, by design
- Ten tap sounds built from real canning defects, with an in-game catalog
- Ten achievements gated on reaction speed
- Keyboard, mouse and gamepad, all fully rebindable
- Eleven languages
Headphones or earbuds are strongly recommended. On speakers, the differences you are supposed to hear get lost in the room.
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