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Well now this is a big visual novel to take in. Presentation-wise it's solid. I wish the backgrounds could have received more polish - not necessary original artwork, but just having some filters on it to indicate when its afternoon or night like the writing indicates would have helped?

Writing is a bit cheesy but honestly it kinda grew on me, not every visual novel has to be deep or philosophical to be effective and well-written. Wriggle's chapter was so good and explored relationship topics that resonated with me so deeply... which, unfortunately, leads me into my main complaint below.

I've seen the "multiple chapters, multiple stories" approach done before, and while it's executed decently here as well... there's still much to be desired? If you're going to put many plotlines in a story, it's important to ensure that 1) each receives equal attention and/or there's a clear element of progression (the first chapter is short and simple to ease you into a longer second chapter for instance) and 2) all plotlines connect to each other in a significant way so as to not feel disjointed. I think this visual novel didn't really accomplish either, unfortunately. Wriggle's chapter is so long and fascinating for a first chapter (not counting the Aunn tutorial) that it felt like it should have been pushed back way later, and the chapters after that, while solid in their own right, just didn't live up to the expectations I had. They were also a bit disjointed like I mentioned - the only connection I could see was the Prismrivers hearing about a dancer in the village (Kokoro in Ichirin's chapter), the other ones just kinda existed in a vacuum. Would've been nice to have a little thread that ties them all together - like a Golden Ending from obtaining all four chapters' good conclusions in one run?

It was overall a positive experience with a lot of potential for improvement!

Thank you for the feedback! Some of the choices here were indeed intentional, such as the throughlines (which can be scattered in alternate dialogues) and the "vignette" idea of story-telling. When possible, we tried to steer from VN conventions so as to create a unique experience. As for a "Golden Ending", we had no time to implement our original idea due to circumstances out of our control, so it will be taken under consideration post-Jam as part of a QOL patch.