Dope little horror piece, the voice acting felt really real, and the picture reveal at the end was perfectly silently chilling!
Dottie_Meadow
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Just ADORABLE! Pretty in-character as far as I'm concerned, too. The art is great, the voice-acting emotionally great too, though the intonation/volume is a bit...quirky, at times. Can't quite tell whether this is on purpose to convey that the two ARE robots or simply a bit of a too over-exaggerated attempt at mimicking sun's enthusiasm, but yeah. I would absolutely LOVE to see this continued though, as I've seen another commenter mention. It's really fun, there is just enough mystery to keep on engaged while also remaining a cute slice of life. If this WERE to continue, I think it could benefit alot from more save slots; 4 is a little limiting. Aside from that, though, I also think Vanny comes into the picture a little too suddenly and dramatically, it feels a bit forced as a inciting incident. Would be nicer if it instead built up suspense more gradually. The comedy is most certainly there too, and MC's inner thoughts feel a perfect mix of realistic and, well relatable! Actually caught myself giggling once or twice. 5/5
5 Stars most certainly! First of all, the story book like beggining really sets a fairytale tone right from the get go and is a fantastic introduction in my oppinion. The plot set up is great, the characters are SUPER fun and interact with one another so well. I love how completely ADORABLE Rue is, from the fluffy hair(which I absolutely adore of characters btw), to the super realistically written nervous habits that really bring her to life. And don't even get my started on the fittingness and cuteness of the "teacup" nickname; it made me squeal. And speaking of the giver of said nickname, you don't understand how much I already LOVE Parker, they're so cheeky and mischevious in all the best ways and the expressiveness of their sprites only serves to further this. I did not read too much of the game page, so you can imagine my(immensely positive) suprise at finding out the silly witch is gender ambiguous!! It's honestly still so rare, even in this day and age, to have a gender-ambiguous game character that's not either a side character or the MC. Speaking of that, I want Parker's gender, stat(<3). With two such wonderful characters, they really bounce off of one another really well and it makes for such an interesting and fun dynamic between the two that I just can't wait to see more of(gnawing, scratching at the walls I can't WAIT for more of this game to be released). Aside from that, the tactful use of sfx in a moment of silence struck me as well executed; it didn't feel too overwhelming and loud(ie constant sfx for everything) and instead both set and emphasised the awkward tone of a silence filled moment really well. My only critique of the game so far would be that, right after the grimorie is introduced, the world building and name dropping piles on the exposition just a tad
Super cute game with an adorable art-style, and a truly meaningful story with alot of great messaging that suprisingly(out of the ordinary, in a good way) doesn't actually take all of this in too much of a heavy way and instead is more light-hearted with it. The voice acting was SUPERB, I couldn't ask any more of it; every voice fit it's character to a T-particularly Mori! He's gotta be my fav, though I have to say Jack comes in at a close second, what a silly playful guy
one year later, im checking back! Trying to not re-read my old comment considering I've most definitely forgot alot and want to be able to re-experience the story as a result(dont think I remember clearly enough to just pick up where I left off, and heck, maybe I'll make different choices this time haha!)
comment to be edited...
And here I am! First things first, I have to say that I expected just a little more to have been updated considering it's been a year. But then again, I have never coded a game and am possibly VERY in the dark about how much more than just, well, writing this includes. If anything, my dissapointment just goes to tell on how much this game is just as good as I had remembered!
Truly, it still holds up in many of the regards I have likely already touched on in my initial reading a year ago. The sheer quality of plot, characters, world-building and just overall writing quality is to an astonishingly professional standard. Really, I'd love to see this more publically recognised as an actually published book, there's just so much potential here. A series adaptation would be dope as well. Well I guess we can only hope!
Aside from this, reading my initial rating, I find that I really haven't sung my praises enough the first time. I guess I've only learned to be more elaborate with more and more games I've chosen to review since, considering this was one of my first. My sole critique of too many characters still stands, though, the story gets just a little bit too convoluted at times to follow. I have my reservations on certain characters that could've been cut out for simplification, but I do not want to make any presumptious judgements on characters that may come to have a bigger role later in the story.
Speaking of me becoming alot more elaborate in rating games, I've come to keep a notes document open while I play such that I don't forget to touch on certain parts, so here goes:
Speaking of series adaptation worthiness, after having seen the recent Netflix "Wednesday" series I have come to be reminded of it in a super good way while re-reading this. I know that comparing one's work to a more public IP can come off in a not so good way, but I mean this in the best possible way. In a way, I believe doing THIS instead of re-purposing the Addam's family IP would've been so much more of a treat to watch. What I'm trying to say is, you've surpassed that. You did what they tried to do, but better.
I have some more specific things to say about customisation, too. Dialogue options are ALWAYS expansive enough to cover whatever response a reader would feel is right. Never have I been put in the otherwise all too common situation of having to pick "the closest thing". This helps immersion greatly. Furthermore, a little silly thing in my experience that I found fun right from the get-go, was being able to come up with names and nicknames for both myself and my sister. I had quite the bit of fun playing around with coming up with names that both matches the last name I came up with "Phoenix" and that felt fitting for twins, eventually coming to Asher(Nix) for myself and Amber(Em, like for Ember) for my sister. Suffice to say, just getting to name characters like this already personalised the story so much for me and made me attached to them. Skipping forward a little for the sake of keeping all customisation related points together, character customisation is so well embedded throughout the story in a way that feels natural and doesnt break immersion. One great example is upon getting home after our first adventure, where it not only is emdedded very well to help us flesh out the details of MC but doubles to really convey how worn out MC is after the events that transpired.
Speaking of! I'm no professional in the psychological department but, I truly appreciate the care and balance with which you tackle the effects of both present and prevailing patterns of events on MC and other characters. Too many works of fiction decide to skim over these moments of weakness, of fatigue, of struggle in processing for the purposes of proceeding onwards with the plot. While not dwelling on all of this so long that it would start to feel "edgy", this exploration of vulnerability in characters, particularly the MC is such, SUCH good and realistic character writing. This makes them feel real, and so much more immersive to play as, exploring every nook and cranny of their experince so that we, as the player may truly be able to understand and BE them in the story. One bit of story that struck me as particularly this, was
"There's blood on your hands.
It fills in the lines on your palm and pools under your fingernails, dried to the color of rust against your tanned skin. You rub your thumb over it, watching it flake away and fall to the carpet.
The last of your energy seems to go with it.
There's a strange numbness that comes after the events of a vision are done. Like you've been hollowed out to make room for the next one."
It is so metaphorical and poetic in the writing sense, further going to show my previous points on the sheer QUALITY of writing.
Perfectly detailed, tactile description that effectively links to the plot and character-building. Not a psychologist, but speaking from personal experience the dissociation+depersonalisation described post-Rory attack is really well portrayed. The interaction with Amber and extra character building of mentioning that the “numbness” has happened before makes this even greater. Not only does this flesh out and make real the MC, but it also helps give actual weight and acknowledgement to the events that transpired.
Other particular moments of characterisation of the MC that I noticed and greatly appreciated included:
"You nod, only to realize belatedly that she can't see it, so you say, "Okay. Thanks.""
“You have become an expert at bottling up the trauma and locking it away so that it can't bother you."
"Is it a healthy approach? No, absolutely not. But it works for you.”
Aside from these, another thing I felt helped immersion was the use of a change in perspective from second to first person during vision/nightmare sequences. It is deliberate and creative and just cool
Oh yeah, the animals were not spared from PEAK writing and characterisation either XD
“Raven trots alongside her happily, keeping his nose to the floor in search of dropped crumbs.”, just , yes, that’s exactly what a dog would do
The cat mrrps in response.-real
oh man, I completely missed the fact that this was only still a demo; you cannot imagine my dissapointment upon coming across the "end of demo screen" lol. Well, either way, that just speaks to my enjoyment of the game so far!
For a demo, it doesn't feel too lengthy nor too short; it comes to a satisfying conclusion while still leaving you wanting to live in the world a little more. The cooking mechanic is shaping up to be a super cool addition to the world building, especially with all the new ingredients.
Speaking of the lore behind the world, MAN. It is all so intricately crafted, one can tell so much care went into the world-building. And that makes it all the more fun to explore! Really, it is a treat to actively explore and learn more about the world as the story progresses. I'm also very relieved at the fact that the exposition isn't too piled on to the point of getting too much to get your head around; alot of fantasy-like games fall into that trap! Yet here it is cohesive and yet ever-expanding.
The character's are really likeable, but that's about all I can say at the moment as we haven't truly gotten to know them yet; which I am looking forward to.
I have very few criticisms, and they are so minor they barely stand up against my vast praises. For one, I wish there was just a bit more variety in choices presented to the player. One such example I can think of is either fully buying into Ka'era's (gosh I hope I'm remembering the name right) romance path from the very beggining or being a bit too standofish for my personal liking. It would be nice if the romance aspects of the game were more of a , well, choice. Like how, when the security guy catches us, MC's monolgue regardless of prior choices comments on how "handsome" he is. Overall, I think the player experience would feel alot more representative and immersive if, say, we were given more choices than just two in each given scenario. These, of course, don't have to have a greater impact on the story as a whole, moreso just helping the player to identify a little more in their role as MC.
Otherwise, I also feel that having two whole other humans in the story, as charming personalities as they have, hinders the fun trope of supposedly being the only human on board. Not only that, but it also takes up valuable character slots which could've been used to expand upon the diversity of alien species present in the story. I also think, especially with the established species diversity, that it would've been super cool to include a character or two that lay somewhere other than the two ends of the human gender spectrum, whether that may be on an "identity" basline or biological(since the possibilites are endless in a setting like this)
All in all, something I'm really looking forward to seeing more of: 5/5
It may not be extremely elaborate, but it is such a good game to explain how a depressive episode/depression feels. When noone around seems to really understand, this game has made me feel seen, so thank you.
Also I like how dynamic all the different poses of Froggy in the pot are, it makes it cute and playful
SPOILERS AHEAD
I have to say, should this game have ended upon MC going back into the real world, this would've been a much more mid game. Sure the plot would've still been quite original and fun to play around with but it wouldn't have been anything as jaw-droppingly spectacular as it is with the twist. The twist is spectacularly set up and keeps the player intrigued. The liminal feeling of post-valentines is so perfectly matched to how MC would feel; confused on what's going on and why the game hasn't "ended" yet. And the twist is cool, I can't quite describe narratively but it is. Just the way that little brother is set up to be the only character MC can "trust" since they're not a yandere, only for him to turn out to be the one and only true threat!(able to hunt him outside of the game). Also loved how all events are revisited from Little Brother's point of view AFTER he kills MC; it's a nice way to tell the story!
FUCKING LOVE Newt as a character tho. There's clear set up to see more of his adventurers, and hell if I'm not hyped asf! As a little add on, I do greatly appreciate just how tragic his story is written. Poor kiddo.
I do have a few critiques, however. These don't take away from my appreciation at the innovativeness, creativity and sheer LENGTH of the game, but I feel they need to be said for the sake of constructive criticism.
Most, if not all, of the Voice Acting is annoying as hell. I'm sorry, there's just no nicer way to put it. Could've done with more actual lines and less, random sounds? Especially MC's "oh noo"s and "AAAAAAAA"s, those get annoying so very quick and were so grating to the ears. I get they were supposed to be funny(which they went from being so to being annoying pretty quick) but I cannot understand the choice to use the same voice blips in more serious scenarios?
Functionally, the post-game so to speak(ie getting anything but the bad ends for the yanderes) I found to be extremely difficult, to the point of making me seriously consider putting the game down early; which I really wish I didn't, the second half is really the meat of the content! I just feel one of two options could be a great improvement: either adding a walkthrough/guide to the game page, or working in better hints to the game itself on how to progress. It wouldn't have struck me I'd have to PRECISELY balance Leon's and Vincent's routes; the game very much leads towards avoiding Vincent(him seemingly being able to do more bad things to you, that kinda thing).
I do wish some parts of the narrative were a little more clear/less underbaked. For example, Reme. I understand that she gets more of a spotlight in the afterstory, but even there I feel like she's so heavily underused and underexplored/explained. The game doesn't choose to go forward with her very interesting obession with understanding human bodies and instead waves it away as "the problem she's trying to fix by summoning demons with Little Brother". I also find Leon's bad end with her so very confusing like, it makes no sense? There is NO build up to it and it comes completely out of the blue?
I feel quite similarly on MC's "irl" backstory and the deal with the demon, atleast I'd assume so? Little Brother's involvement and deal with the occult is perfectly understood however MC's relationship with that ginger character is very puzzling to me. It seemingly starts, and as soon as it starts, it just abruptly ends to switch to the plotline with Little Brother.
Also, I find the way the Yandere's were written to be a good mix of tropey for the plot's sake(ie being literal video game characters) and with an actual level of depth. I would be keen to find out about Leon's backstory with Big Bro, however I can tell that is left ambiguous for a reason and enough is said to satiate the story's purposes.
This game really, really could be the next DDLC. I believe that from the bottom of my heart. Maybe it isn't as Meta as doki doki was, but hidden deep in the game doki doki also touched on occult themes like this did. In my eyes, this is the occult version of DDLC.
4/5
I'm on windows, FYI
Bug one: When loading a save that occurs in the kitchen, unless one rewinds(this fixes the problem) the background instead appears as the bedroom
Bug two: the save system sometimes lags a little and requires a couple tries/clicks to actually save. Also not really a bug but I feel the save's display is a little small, even in full screen.
Keep into account my rating and thoughts may change upon full release; these are only my oppinions of the demo so far!
Well, I think I ought to start off with the positives first. The music fucking ROCKS, on god. Very atmospheric too. Speaking of atmosphere, it is extremely well set in the menu-like choice sequences, such as in the beggining or when choosing the gender of the love interest. Along with the dialogue, they give a very cool vibe that feels like it sets you up for this immensely cool grand experience and if that's not a KILLER way to start your game I don't know what is! Hypppeeee
The story/narrative so far isn't too much of note; I'd appreciate a bit of an explanation in-game on how LI leaves the game and forms into the real world, however I have the sneaking suspicion this might've been explained should we have gone to the AI transplant meeting thing. Speaking off. I think it's a very odd choice to have the refusal of that be the option that we're limited to. Infact, I am rather disgruntled with how many options are unavailable. I understand that this is a demo, however even as one, it feels unfinished in that regard. Imo, you should've developed all choices to a satisfying point before ending the demo, not just focusing on one.
Well, either way, what I do think is innovative and cool is the nice spin on VN choice mechanics. The duality system is really a cool idea however a little misused in practise. Oftentimes, the "evil" options are options that would've been reasonable in MC's position.
Voice acting wise, out of curiosity, I checked out both dubs. I have to say the female actor did a better job emotively. However, both actors to an extent sound a little, robotic?, in their delivery. I'm willing to believe this is a stylistic choice to an extent, them being game characters an all. However I would've liked to see a more obvious change in both sound and expressiveness when they're out of the game, but instead it appears more subtle and gradual, almost unrecognisable. Some lines were delivered with great emotion, but I do feel the performance overall could've used an improvement(should this not have been a stylistic choice). The glitchy sequence I feel overused the glitchy-ness of the voices just by a smidge, it made the situation a little funny which unfortunately diminishes it's creep factor.
My biggest qualm, though, is the lack of adequate content warnings for what happens ingame. As of writing this, and before I had played the game, both the in-game warning and game page warnings had been "suggestive situations". I don't think this fully emphasises how far the game goes. Instead, I believe the game should not only expressively warn that there will be nudity, but also add an SA warnings as well. Here is my reasoning as to why; not only does LI lay on top of MC NAKED, but this is also done without any consent from MC. Shortly afterwards, they comment on MC's possible lack of control, and then make/attempt to make yet another forceful advance, even if this just a kiss. Later on in the game, MC is essentially drugged and given the context of these prior occurences, I think drugging should also be a TW. I myself have been fortunate enough to not have experienced SA and it was enough to make me really uncomfortable, I can't imagine how an actual victim could be affected by this without proper warning.
That aside, I also think the intro sequence with the title screen ought to not happen everytime one goes to the title screen; it gets annoying after a couple times. I also found about 2 non-game -breaking bugs, but I will use the thread to comment on those.
Overall, 3/5
(constructive criticism, maybe somewhat harsh. Don't read if you're too sensitive, I understand. But there is praise, too)
What I think this game suffers alot from is undecidedness in the tone and what it wants to commit to. It tries to have a little bit of everything(comedy, romance, realistic characterisation, tension) and in practise doesn't quite hit the mark with any of them ending up a bit of a jumbled mess. The idea itself is applaudably creative and interesting with the potential to properly entice interest and mystery. But in execution, I feel a more focused approach would've done it more justice. It wants to tackled so, so many themes and evidently struggles to juggle them, among these being themes of loneliness, love vs obsession, thirst for knowledge, living in the wilderness, the occult/supernatural, etc etc. Some of these could've done with cutting away entirerly, and some being more elaborated on and actually intergrated with whichever one should've been the main plot point.
This discombobulation of direction is especially evident in the characters, particularly in the differencess in how Crowe acts across the routes. Sure, the very point of routes in games is to see different sides of characters and the story, but it doesnt feel like the core feel of Crowe as a character remains. My main grievance in this is in what information is revealed and the extent to Crowe's, erm, "psycho"-ness between the yandere ending and the other two. In the others, more sympathetic, but uncharacteristically by comparison cruel and "psycho" in the yandere route. Perhaps this would've made more sense if the loneliness aspect was expanded on more of as a theme, or perhaps not. The Yandere route, despite being the most realistic one for how the MC would act, robs the play unnecessarily of CORE information needed to understand the story and leaves the entire supernatural plotline feeling unresolved and like a contrived plot device to drive the plot forward/ "add spice".
Speaking of realism. Not only does the game abnormally punish the experience of a player playing sceptically, it also entirerly appears to make getting other ending so much more difficult. If you act suspicious, as one realistically would, in the first day or so, this makes getting anything other than the yandere route/ sweet route hard to get. There is also a great struggle in the realism of the MC. I can appreciate when an MC is written in a relatable way, but here it is done so too far, to the point it often takes away from moments which should maintain tension, another thing with which this game struggles. Comedy is fine, but it is done excessively here to the point where it is difficult to take the scenario seriously.
Narrative aside, art, voice work and music somewhat mirror the issue with matching one another and being contradictory much like the narrative. The art, imo, suffers the least from this. Quality wise, both aspects are STUNNING, however it is so clear that the background and object art is not only better in quality but also in a drastically different style that clashes a little with the way the characters are drawn. Music-wise, it's alright and not of much note; except with one track. The track used, about twice from what I can remember, in moments of anger/suspense. There is no easy way to put this, it is comically unmatched to the vibe of the scenarios it plays in and takes away from their weight. The worst offender of these is by far the voice acting. Don't get me wrong there is some GREAT delivery and it progressively gets better towards the end only to dip up and down at the very end. But alot of the time it can be dysproportionatelly emphasised and dramatic, sometimes reaching the point of bad english anime dubs.
As for finer critiques/praises I have noted:
*I liked the inventive choice of having a character so contrasted to the setting, ie a scientist in a cottage-core esque setting, and having this actually link to the supernatural part of the story somewhat for his thirst of knowledge. The seeds were planted for the character development in the sweet route of Crowe learning to learn things by experiencing them, but I feel there could've been more build-up than just that singular seed. Also noticed the nice little detail of Crowe's necklace being a black feather, I assume, well, a Crow's; matches both his connection to Crow's, his name and his interest in studying them. Overall a nice character design detail
*The, cringey and edgy sequences where MC leaves the room and we get a line or a few from Crowe could've been done away with. They were not only very edgy and cringe imo, the smaller more subtle hints in their interactions such as Crowe patronising and over-protectiveness of MC already did enough foreshadowing.
*The weird Chibi CG at that one point with the work in progress book felt off and weirdly placed considering it was just one of it's kind; this is related to my issues with this game struggling to decide just how comedic and #silly it wants to be
*Liked how through nearly all endings there was some repetition/call-backs to earlier phrases(partial migration, cross my heart and hope to die, etc); it was both cute and impactfull. The flirty ending lacked a little in this, though. Also liked the bird-ish word play in the sweet and yandere endings, including "a little birdie told me" or "two birds with one stone" very, very clever.
*Confessions. In the flirty ending, very predictable. But the use of silence in the music along with the voiced delivery of "I love you" was rather impactful, I have to admit. But the Yandere one was extremely undercooked, and though the VA did it some justice, it was poorly written
*2/3 endings(flirty+yandere) seem VERY abrupt and don't elaborate on crucial parts. Already talked about the issue with the yandere one, for the flirty it was the time-skip. Like, really? We couldn't have had that conversation with Rory? I feel robbed. But I did quite like the sweet ending, and feel the final line of "you're not alone" could have had even MORE impact should the themes of loneliness been explored a little more.
*The plot, just very slightly, reminds me of Coraline. Crowe=other mother Rory=the black cat, MC=Coraline. Not a perfect comparison, but it just gave me that vibe. This is neither positive nor negative, just an observation I had
*I have to give credit where it's due, both the writing and voicing of Crowe's initial breakdown(where he pins MC to the wall) is done extremely well.
*one scene which I think did absolutely nail tension and a frighful atmosphere was beggining with the quote "Snowflake? Where are you~?". Despite being rather cliche for a yandere, it was hauntingly well voiced. The placement of it, right after lulling the player into a false sense of comfort with eating the granola, actually made my heart do a little clench in fear for a moment. The subsequent twist of Crowe being clever enough to lace the granola was not something I had seen coming either, and Crowe's monologue was so well voiced at this point. Great scene. Sadly cannot say the same for everything that happened after MC woke up.
*CGs are well utilised for intimate moments/moments that need a visual representation to help the imagination, and the art is absolutely stunning to boot.
All in all, a lot of potential, which was rather fumbled by jumbled misdirection. 3/5
LOVED the old-timey vibe of the game, from the stunning art and the music down to the very language used! The writing was so beautifully refined, I don't think I've seen such complex and beautiful language in a visual novel before!
Also adored the clevernessess of carrying the fairytale theme throughout; loved how the way each path was told themselves felt structured much like short fairytales, intertwined with the repetition of certain sequences/phrasing throughout that gave us more of an insight into MC and their inner workings. One qualm I have is this, though; I wish we had a little more closure towards the end; the reveal imo doesnt pay off nearly as much as it ought to suggested by the build-up. Also, would've liked the visuals to just be a little more varied; it felt more like an interactive fiction than a visual novel! Lots and lots of text without anything to break it up, even if it was a rather beautiful read.
Gravedigger best girl <3
Its so, so hard to find the words to even begin to describe this game.
The tactfulness, the care and empathy with which this game tackled all sides affected by abuse is astonishingly powerful and truly moving. It found the perfect ground between not sugar-coating the effects of abuse, quite far from doing so, yet didn't demonise a caricature of the average abuser. That is truly a wonder to behold, for it is an art so very difficult to master. And yet somehow this game does it perfectly.
The use of the hanhakki disease here is so apt for the subject matter. I was worried it would simply be either a plot to excuse the abuser's actions "by making them desperate and evil!!" or turn out to be a fluke devised by the abuser (ie they were somehow eating the flowers to make themselves that way to keep MC around). It was, instead, used to mirror the insecurities and mental effects of the generational cycle, as the game puts it. This acts as a tool to help the player understand the suffering that causes abuser to do what they do and act in the way that they act, and in such a poetic way.
But the game also does not shy away from the slow and tragic breakdown of the victim. It goes into gruelling detail, depicting every step of the way of their slow descent. The dependency, the panicked guilt, the helplessness, the isolation. All in a gradual and palatable enough format for the average person to learn about and understand. I particularly found it impactful towards the end with the loop sequence, the way it puts the player in MC's shoes.
Something I feel most likely would have overlooked among this excellent commentary is how greatly, in the use of writing, several panic attacks are protrayed. Though it seems to be becoming a trend with media nowadays, i can't argue that here it is served absolute justice, imo mimicking the jumbled thought processes during such a panic attack to a T
Really, just an immensely impactful, powerful and moving commentary on abuse and it's effects; my words could not do it justice. I feel I have so much more express, but I just cannot put it into words.
So I may aswell comment on things other than the narrative. Such as the music. Unsure if it was specifically composed for the game, but the main track has such a nostalgicy yet harrowing feel to it, it so perfectly encapsulates the feelings within the story. I have to say, though, some of the tracks not only switch too suddenly, somewhat ruining effect, but also feel too, how do I put this, dramatic? It feels like a comedic action sequence and imo doesn't really oftentimes match with what's happening on screen. I also wanted to comment on the visual transition used throughout, it's strangely fitting to how the abuser is slowly taking over the MC's entire life, so that's a nice touch.
I really ought to have started a notes document to keep track of all my thoughts throughout, but alas I will have to try my best to recollect my praises
From the very begging, I was plesantly very suprised to see such a stylistically majestic opening animation. It is not only great in quality but sets the tone of the story in a way I cant like, put into words? It just conveys the inner workings of the character
The premise, though not all that innovative, was utilised so well in terms of genuine characterisation of both MC and Grim. The characters were not shallow at all and genuienly felt like people, with their own complex emotions and character arcs; glad this did not meet my awful expectations of the MC not being allowed to be atleast a little cautious in a situation in which they really should have been. Loved how you could remain sceptical up until the very moment of actual proof, adds realism. I particularly appreciated the dialogue options for MC, they felt, most of the time, very genuine and there was, quite often, options which said exactly what I had wanted to convey, in a tone matching mine.
Speaking of, the comedy was ELITE. I cannot tell you how many screenshots I've taken of silly dialogue bits. Nailed the art of taking a mythical being and putting them in a modern-day setting.
Of course, many screenshots were also taken for masterfully crafted lines in terms of emotion, and, more importantly the romance aspect. I have to say that this game succeeded in getting me kicking my legs and taking my heart for a ride. Seriously, though, experessions of emotion are so endearing and realistic and charming and I'm running out of adjectives. Just magical, really.
Going back to the narrative, I cannot praise it's creativity as it doesnt feel all that ground-breaking, but the magic comes in how it's executed, as I already mentioned. It just feels very real and impactful and like we truly go on a journey with the characters. The twist of MC being life is quite predictable, but the idea is utilised very well inside the narrative to explore world-building and push story progression(giving proof to MC in the case the player chose to be more skeptical).
I have a few comments on the functions of the game. Firstly, the character customisation is perfectly interactive and makes the game more immersive, especially considering the fact that you get to see your character throughout(unlike some games where you make a customised character only to never see them again -_-). The only thing I could suggest, as a genderfluid individual who is currently under an enby identity, is that there would be a body option that is neither expressantly male nor female; the female gets close enough, but only a few of the outfits dont display, well, the feminine feature. I have, however, perhaps unfounded critique for the meaningfulness of the choices. I say unfounded, for I felt no obligation to re-try for different endings(this is not a fault for lack of replayability, I simply like to keep to one ending with longer games). But having gone back to saves during some of the prior choices just out of curiosity, I found the choices had little impact. With the more risky choices, such as offering to give up your soul prematurely, the character doesnt actually commit to these actions; perhaps for narrative purposes I can't be sure.
One final small critique I have is I'd say it would be worth putting in just a little bit of extra effort to have an option for some people to be able to manually toggle the more, forward, romantic options on or off. I have managed fine with just a little bit of discomfort, but I'm aware some others may find certain moments more uncomfortable than me. Then again, you kinda know what you're getting into, so I guess it's not that relevant. Just food for thought.
All in all, though, definitely a game I will hold in my heart for a long while yet. This is some professional level type of visual novel, and I'm quite suprised it is out there for free. 5/5
super dope , loved the meta direction the story took and the file tampering wasnt too complex for someone who's not all that experienced in that avenue. The only think I could say is that I wish we just got that tiny bit more, it just leaves you wanted more! Liked the character building and mystery but wish there were just a little more choices throughout to flesh it all out. Gotta say, the gorey twist had my mouth hanging open, proptly covered by my hand for a good while. If ykyk
COMPLETELY flew over my head that this was connected to Bonnies' bakery until the reveal in-game! Very much enjoyed all the little references sprinkled throughout and am looking forward to reviewing the full game. My only critique would be the, for now, complete obscoleteness of the choices; aside from causing very little change in how scenes play out, the demo itself doesnt have much replayability due to the lack of impact of the choices made so far
One thing this game absolutely STICKS the landing on is the aesthetic. It's not afraid to over-indulge and sticks to it's themes and tropes in a way that just doesnt seem to get old in the way you'd expect. The setting is interesting and it doesn't take very long for a clear plot to be set in place which keeps the story from feeling too discombobulated, keeping it interesting. Character designs aren't too complicated but keep their charm. Personally at first wasnt a huge fan of the mc's design but I have to say that it grew on me. Going back to the story, I like how, for now, there seem to be two plots that intertwine with one another(ie mc wanting to find out more about themself being a changeling/their past + finding the cure for Nim's affliction.). Small little thing I picked up on but much appreciated was how well executed the dream sequence was; hit the nail on the head with how unaware a person is at the beggining of a dream that it is one! All in all, an enchantically endearing tale that I look forward to reading more of.
I'd say the singular nit-pick I have is that we don't particularly get to know the Satyr before we're presented with the first relationship-esque choice in the game. Quite frankly I don't imagine anyone at this point would've made up their mind yet on who they want to pursue, let alone the Satyr whomst we lack crucial relationship development with like we had with the goblin and the elf.
ARGHHH LITERALLY THE MOST ADORABLE LITTLE GAME EVER!!!
Think this might be one of the few times i have genuinely gotten wrapped up and charmed by a yandere-themed game;usually I play em just for the scare factor. This guy, this silly silly little forest critter. I am HEAVILY biased in my oppinion, but i don't mind. I've been into cottagecore as a comfort recently and it is a fantasy to live in a magical forest like this. The character design! At first, the collection of features would seem a bit cluttered, particularly the blue blood, but it all ends up just blending so well together in the end. Let alone the fact that the MC is scarily relatable at times; all the more immersive.
But aside from my obvious gushing at the aesthetics and character appeal, I do want to recognise the less noticable ways in which this game shines. The world building is magical while staying masterfully grounded and realistic; ie the difficulties of living in the forest and whatnot. It's actually quite fascinating to see how much clear care went into properly fleshing out the world and setting, where most stories would just slap a "magic" label on it and call it a day.
I like the depth given for the more stereotypically "yandere" trope side of Mycheal; it's clever how, with the world building, we build up to actually somewhat have sympathy for him(I sure know I did). It would make sense how being alone for so long would develop obsessional tendencies in a person, and I'm intrigued to see how this will be further explored. Curious to see whether we continue along this somewhat sympathetic side, or if it will be ripped away from us in a clever twist ending(I allude to this later)
I also do enjoy the care taken for the less "favourable" endings that don't lead to the second day; sure, they're a little cliche, especially the You Monster ending, but I really do appreciate how, aside from some lightly cringey dialogue choices, they are still meaningful and build onto the world. Lightly tagging this on, gameplay wise, the jumpscare with the last choice(I think) was really clever and really showed how little choice you actually had in the situation. I also do enjoy the bold colouristic changed in the font to signify different choices. This leads me onto my favourite ending aside from the obvious path forward to the second day; the one where you lay down in the mushrooms once again.
I like the potential mystery and food for thought that this ending gives, well, aside from being absolutely heart-shattering with your shadow next to your cats(almost cried). With how obvious during the second day it was made that Mycheal knows about them, it makes me wonder what the connection is there. I have a high suspicion we may end up coming across the same patch with the shadow of our cat once he follows up on his promise to help look for our cat; and I'm excited to see how that interaction unfolds(personal theory: they are his own doing, ie they're related/how he catches his prey)
Will be eagerly awaiting further days!
Cute game with an interesting premise, quite the choice variety and an ADORABLE simple-ish artstyle! Pure eyecandy to be sure. The one thing I'd complain about is the length and story-depth, it feels rather empty in it's core. An enjoyable experience, but I don't feel that it was all that impactful nor interesting after the main twist. In short, feels like there could've been alot more fleshing out done to the second half of the story, even if it was just a little bit more conversation and world-building. Perhaps getting the other passangers involved?
Oh man, what a twist. I got the gravestone ending on my first playthrough and I feel that sufficed; have briefly looked over the other endings afterwards but I feel this was the best one to have gotten on my first playthrough. The twist was gut-punching; and that's a compliment! It's great writing when a twist feels so, shocking. Not sure if the experience would've been the same with the other endings, but the way you didn't know until the very end really puts you in the same state of denial as the mc, making the story all that much more potent. All in all, a great, moving game.
Unfortunately played this game during a difficult time in life so I don't have the motivation to write out an entire paragraph, nor did I have the full focus in later game to fully read each and every little detail of text. But from the impression that I got, this is a truly wonderful Visual Novel. While I have my own individual preferences with the way that some of the sprites look, the CGs are always to DIE for. The customisation throughout is off the charts, making it a truly interactive experience, even if I only played through once. And don't even get me started on Cove; what an adorable dork of a love interest. I don't consider myself easily impressed in games where the romance path is optional, but I have to say that from the moment he pulled a Romeo I was hooked. My favourite scene would have to be when he climbs into MC's room with the firefly(twas also the scene in my playthrough where I confessed). Speaking of this, here is where the only bug that I encountered happened. We made it official in one of the moments, however in the later in-between Cove confessed all over again as if the prior moment didn't register. Other than that, though, there were absolutely no technical issues that I noticed and the experience was smooth-sailing(pun intended-ocean themes). Each character feels like their own person and fleshed out just the right amount to feeling like characters from a big-industry production. Going back to interactivity, I must applaud this game's approach to various topics, ranging from sexuality choices/representation, autism and consent. While I'm not apt to comment on all of the above from experience, I've heard the overall sentiment here is that these were handled with tact. Not so much a game as an experience.