Don't Pee Let's Play: Holding It In While Collecting Parts and Building a Toilet From Scratch
ゲーミングボーイTranslated from 日本語
This video is a playthrough of the Steam game Don't Pee from start to finish, with commentary by A.I.VOICE's Akane Kotonoha. The protagonist, having drunk too much beer, suddenly needs to go in the middle of the night and wanders around the house looking for a toilet. It looks like a game that's just about reaching the toilet, but in practice it layers exploration and item collecting, and in the end you have to assemble the toilet itself. The commentator opens with an overblown introduction to the game and keeps that same tone throughout the playthrough.
Waking Up in the Dark, and a First Failure That Was Only a Dream
The protagonist drank too much before bed and wakes up suddenly struck by the urge to pee. The room is dark and hard to see, and the controls are the mouse for the camera and WASD for movement. The commentator first finds a flashlight and says it's a relief, since it was so dark it felt like Final Fantasy XVI.
It's 1:10 a.m. When the protagonist heads to the toilet, it has somehow vanished into thin air. Still, there seems to be another toilet downstairs. Then a quick time event (QTE) suddenly triggers, the protagonist fails to hold it in, and pee sprays everywhere. But this turns out to be a dream. The commentator says "that was a scare," and the game restarts from the waking scene.
Getting Used to the Bladder QTEs
The second run also begins with picking up the flashlight. The commentator declares that they got so spooked last time they leaked a little, so this time they're going to win, and they hold out through the bladder QTE. However, they seem to have bumped into some kind of shoe, and they curse at it: "Don't you ever defy me again."
In this game, the urge comes in repeated waves, and each time you have to clear a QTE to push it back down. Partway through, the commentator says, "I'm getting used to pulling it back in," and when moving around they make heavy use of peeking out from cover (quick peeking). The commentator explains this as a habit ingrained by Escape from Tarkov. There's also a moment where they're surprised to discover there's a "hold key" control.
Exploring the First Floor: Each Item Leads to the Next
In the downstairs bathroom, this toilet turns out to be unusable as well. What catches their eye in the room is a heavily sealed refrigerator, but it can't be opened at this point.
Heading to the living room, they hear noises and voices, and the commentator becomes wary that there may be an enemy. From here, a chain of puzzles begins.
- Use the remote picked up earlier from the inventory to turn up the TV volume
- Get a coin from a piggy bank
- Obtain a hammer from what is very obviously a coin-operated washing machine
- Use the hammer to break the barricade on a blocked-off door
It's a system where one item opens up the next location, and the commentator says breaking the barricade with the hammer feels satisfying.
The Basement and the Fridge Key, and the Endurance Contest Goes On
Past the broken door is the basement, where, while holding it in, they obtain bolt cutters. A key is found inside the refrigerator, and the commentator remarks, "Looks like I was pretty drunk last night." With this they can unlock the toilet, so they hope they've finally cleared the game.
But the toilet can't be used, and the endurance contest continues. Along the way there's a scene involving the number "8157-3192," and they successfully push back the wave of urgency that comes right after.
Something Starts Talking, a Mysterious Portal, and Yellow Paint
After that, something suddenly starts talking, and a mysterious portal appears. The commentator leaves the portal alone for the moment and keeps exploring the rooms.
The next find is a pickaxe. Since the basement led into a cave, the commentator figures it should come in handy. In the cave there are rocks marked with yellow paint. The commentator calls it "that usual yellow paint" developers use to guide players, treating it as a familiar video game device. Breaking the rocks with the pickaxe yields clay, and while saying that the urge hits the moment you let your guard down during simple repetitive tasks, they collect three pieces of clay.
The Toilet Parts Were Something You Make Yourself
Next, they use the pickaxe to break through a door blocked by rocks. They pass through a corridor the commentator says is like Mario 64, check behind them, and open a door to find a towel hanger and a toilet seat. This is the first toilet part they've obtained, and the commentator realizes it might be a game about "completing the toilet."
Exploring the second floor, they find a crafting table. Saying "clay means pottery, and pottery means a toilet," the commentator crafts a toilet bowl from the clay. The urge attacks mercilessly even during crafting, but they get through it and the bowl is completed.
Getting the Flush Tank Beyond the Portal
After grabbing a rifle hanging on a shelf, the commentator finally jumps into the portal. The destination is a mysterious space where something enormous is staring at them. There's what looks like a warp device, and wandering ahead more or less at random, they find a suspicious building. Inside is a flush tank, which makes the third part.
Returning to the starting point, they head down a different branch. The commentator endures their tenth-plus wave of urgency and reaches what appears to be the toilet crafting station.
The Toilet Is Complete
They place the parts on the crafting station one by one, then the bowl, and finally the tank, completing the toilet. According to the commentator, after holding it in for more than ten minutes, they were finally able to use the toilet. On clearing the game, they add the grandiose words, "Let us offer unsparing prayers and praise that this pee may flow on without stagnation."
In closing, the commentator reintroduces the game with the same phrasing as the opening and reflects that the protagonist managed to grasp a ray of hope while keeping their human dignity intact. The playthrough ends on the note that a game about finding a toilet was actually a game about exploring and crafting to build one.
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