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An experience between easy-going vibes and serious business (read: gameplay). It's interesting.

  - I didn't quite understand how "Quality" works until like half game. And by that I meant that I didn't even notice "Quality" was a trait.
  Knowing which material has special properties at a glance, and having them sorted automatically would have been a nice QoL feature at times. Like, with an icon next to a material's name, and having them automatically at the top of the list.

  - Honestly nice for a management game. Good amount of complexity while not overwhelming.
  The trait-enhancing (Glowing 1 + Glowing 2) feels out of place as it's utilized only once at the very start... It's a minor nitpick though.

   - Loving the paper notes-like presentation! The background and the custom sprites are lovely too.

  - The requests and dialogues are so interesting. so Gensokyo-like. Wanna kick Chimata in the butt though lol - Marisa does not deserve the over-exploitation. :(  (Just to be clear, I'm not deducing points for making a corporate-like antagonist out of Chimata)
  My favorite part is Koishi's. I feel like she may have misunderstood something, but I like to think it's possible that it's not the case.

 - Game's made with save-scumming in mind, huh?
  It also handwaves A LOT at the player with the list of *potential future items* in the recipe menu. Even Mizuchi explicitly does that, which is so funny. All the information handed to the player is usefuln't is such a funny way!

Overall pretty good once I got a bit familiar with the interface, which happened quick enough.


Mood.