Showing posts with label Visual Novel. Show all posts
Showing posts with label Visual Novel. Show all posts

Thursday, July 27, 2017

A Date In Italy

Author: NamiOki
Availability: Free, Online/Browser-Based
Format:Visual Novel (Well, more like Visual Short Story...)
Genre: FanWork
Rating: Everyone


My Scores (Out of 5):


Writing: 2.5
Art: 3
Gameplay: 2.5
Romance: 2

Summary


In A Date In Italy, you are “a young SINGLE FEMALE student studying abroad in Italy”. You're sitting in a park when a young man suddenly shows up and insists on showing you around. What do you say, Bella Mia?

Review


The Writing


The writing in this is kept very simple. There isn't much in the way of tension or plot or what-have-you; in fact, since the game is so short, we don't actually get to learn much about Italy or, for that matter Feliciano. However, Feliciano's sunny personality definitely shines through in every line he utters, and the choices in the dialog are distinct enough to create a strong sense of personality for your own character, as well. Whether you like Feliciano's personality is, of course, a matter of taste.

Like Hetalia Dating Sim: Canada, this game is based on the manga/anime Axis Powers Hetalia. While I'm only casually acquainted with the series, this version of Feliciano felt right, based on what I know. He's out-going, friendly, and energetic, and if you think it's cheating to have a main character who's already been created for you, then let me tell you first-hand that staying true to someone else's creation has its own set of challenges.

I also think NamiOki was smart in downplaying the game's connection to Hetalia. To someone unfamiliar with the original, this is just a normal story about a normal girl who meets an enthusiastic young man that really loves his country: nothing odd or remarkable to see here. For a Hetalia fan, though, Feliciano's comments and “patriotism” suddenly take on a new meaning. I like that balance.

The Art


The three backdrops are all photographs. I briefly wondered if this was the better choice for a story about being shown around another country, but if so, I think the blur filters ruin it. On the plus side, Feliciano himself is quite well drawn, with a good range of very expressive sprites. Together with the writing, they help give the sense of someone who's bold and hot-blooded. I also think it was an interesting choice to have location-appropriate background noise instead of any music: it helped put more emphasis on the setting itself.

The Gameplay


The game is as simple as the writing. It's fairly easy to tell which answers lead to the bad end, and I'm pretty sure there are only two endings: win or lose. The shortness of it means there's no real sense of exploration or discovery; but then, it also means there's less to object to. So, in the end, it gets a middle-of-the road score.

TL;DR:


A Date in Italy is short, cute fluff that manages to throw a bone to fans of Axis Powers Hetalia without requiring you to be one. The writing has almost no plot, but still does a great job of bringing character across, which I think is more important in these kinds of games. The artwork more or less matches the writing by having expressively-drawn character sprites against a bland background. I'd say it's worth playing if you have nothing else to do.


Well, that's just my opinion. What do you think? Is this game molto bene, or just a terrible tragedia?

Thursday, July 20, 2017

Date Almost Anything Sim

Author: Huegor
Availability: Free, Download
Format: Visual Novel
Genre: Waste of Time
Rating: Teen

Found at Itch.io

My Scores (Out of 5):


Writing: 1
Art: 2
Gameplay: 1
Romance: 0

Review


I'm going to forgo my usual template and just come right out with one question: What is so offensively awful about wanting to play a dating sim, that someone out there feels compelled to release a Hate Letter about it?

This “game” is a waste of time. It even gloats that it is a waste of time, and it chides you for wasting your time playing games instead of achieving important things in life. Well, I have news for this author and anyone else with the same mentality: Playing a dating sim is not the same thing as wasting your entire life. Sometimes people come home from a long day at either work or school and want to veg out, either with a movie, book, or—yes, even a dating sim. It's natural; it's healthy. Do you know what happens to people who constantly work with no rest? They burn out. They're the people who die at age forty with a pile of wealth and no friends. They're the people who spend all their hard-earned cash on therapists because they can't be satisfied with all they've achieved in life. You should never be vilified for just wanting some entertainment.

Not only is it important to take a break, no matter what your routine or goals in life, but it's especially important to experience something positive, like a funny story or a smile from a loved one. Date Almost Anything Sim presented itself as something positive, both intentionally and possibly unintentionally. Intentionally, it presented itself as a dating sim, which usually allows players to experience a work of fiction with a happy ending (or at least a satisfying catharsis, in the case of tragedies). Personally, I expected a surreal comedy based on the idea of literally dating anything, from mermaids to muffins. Comedy causes laughter, which improves health and raises life expectancy. Furthermore, experiencing something creative can help improve your own mind, which is why literature, art, and music are vitally important to any school's curriculum. When I see something that is outside of my usual experiences, by however much, my mind expands and I become enriched as a person, able to consider more possibilities and adapt quicker to new ideas.

Fiction is valid. Fiction is important. It doesn't matter if that fiction is a horror novel, a cartoon about ponies, or a computer dating sim. Whenever an author shares their work with you, they are sharing their knowledge and experiences, however indirectly. When Hans Christian Andersen wrote The Little Mermaid, he shared not just a fantasy story, but the pain of unrequited love and a warning about throwing everything away on someone who may not even return your feelings. Uncle Tom's Cabin helped the Abolitionist movement by forcing many to see Black people as characters instead of props for the first time. Mad Max: Fury Road caused a backlash in the MRA because it supposedly lured male audience members in with cars and explosions only to subject them to feminist ideas. Are you seeing the pattern, here? Sharing a work of fiction is as much an exchange of ideas as debating with someone face to face, even if the idea is that there is no order to the universe (look up Dada, for example).

So, yes, I was hoping to spend a little time, out of my busy life, playing a dating sim. Is this a waste of my time? Only if the author, like here, deliberately makes it so. Even then, I won't call this a waste, since it directly led to me putting into words something that I've long believed and that I think others should know, especially anyone out there who needs to feel validated about their hobby. This means that Date Almost Anything Sim has failed on every front:
  1.  The writing is stupid, and one should never use emoticons in dialog for these games since, A) nobody is hearing the words semi-colon, letter u, semi-colon, and B) Facial expressions are what the art is for.
  2. The artwork is lazy, using photographed backgrounds and outright fading to black for some segments.
  3. The game is boring, giving me flashbacks to my first job, and the Options and About sections of the menu are poorly coded.
  4. The author wanted to waste my time and then make me feel bad about it. See the above essay. I rest my case.




Thursday, June 29, 2017

The Crossroads

Author: Seraphinite
Availability: Free, Download
Format: Visual Novel
Genre: Supernatural
Rating: Teen

Found at seraphinite.itch.io

My Scores (Out of 5):

Writing: 3
Art: 4
Gameplay: 3
Romance:  2.5  (“Simple fare, but not bad.”)

Summary

In The Crossroads, you are Tiana/Insert-Name-Here.  When your life starts crumbling around you, you suddenly get an opportunity to make a little money by house-sitting a mansion in the middle of nowhere.  Apparently, the mansion's ownership is in dispute, and this fact seems to have the mansion's only two staff members – the gardener and the steward – on edge.  But, what does any of it have to do with you or your presence here?”

Review

The Writing

One thing that sticks out about the writing is its use of sensory details.  While the prose in What's Your Name? tries to do the art's job for it by describing visuals, the writing in The Crossroads complements its art by describing things like taste, smell, or feel: things that the art can't really convey.  The result is a fuller, more rounded experience.

The story itself is simple and straight-forward: while the nature of the house and servants is concealed from the main character until the end, I wouldn't call its revelation a twist.  There are also no clear stakes until that revelation, and even then, whether those stakes seem high or low just depends on how you feel about the men's situation.  It's about as low-tension as Nacira, and whether this makes it calm and relaxing or dull and boring depends entirely on the player and their mood.

My only real complaint about the writing is that even though the guys have clearly defined and differing personalities, some sections of dialog are obviously copied and pasted from one character to the other.  This is most glaring at the end, when the PC's chosen suitor gives her the exposition.  Even their actions, before and after, are mirrored with no variation.  While I wouldn't describe either of them as being out of character in those moments, it still feels unfair to have them suddenly become interchangeable; a little flourish or two to remind us of their personalities would have made it better, and having the events unfold completely differently for each would have been best, I think.

The Art

It's wonderful to see hand-drawn backgrounds again, and both the backgrounds and the characters are beautifully done.  The art style here is more naturalistic, which is also pleasantly surprising.  I don't dislike the more anime/manga style that most of these games have, mind you; but after so many of them, it's good to be reminded that other art styles exist.

The music and sound effects were nice, but there were many points where all the sounds just ended, leaving dead air. It was a bit off-putting.  Also, the game uses an instrumental version of the song “Donna Nobis Pacem” (literally “Give Us Peace”) quite a bit.  The first time I heard it, it seemed thematically appropriate for the conversation being had; by the fifth time I heard it, I realized it was just “pretty harp music” for the game's score.  Ah, well.

The Gameplay

The Crossroads lets you customize your character's appearance a bit, with choices of skin tone, eye color, hair color, and freckles.  These choices show up in the CGs as well as your sprite, although the art gallery only displays the default version.

There is some shaping of the PC's personality, too, throughout the game.  Most of the choices seem to be about establishing your character's inner thoughts, which in turn affect how certain conversations unfold and how the suitors describe you.  While there are some obvious decisions on who to spend time with and whether to leave, I suspect the subtler ones are only for flavor and have little or no impact on the ending: you can be praised just as much for being optimistic as for being blunt and straight-forward.  Overall, this game seems to be more about the journey than the destination.

TL;DR:

The Crossroads is a nice little story with a very relaxed feel to it.  The art is lovely, though it doesn't indulge in any grand vistas, and the gameplay is satisfying with a lot of room for customizing the experience.  The experience is sweet, cozy, and doesn't overstay its welcome.

As usual, this is only my opinion: you may think this game is worth being cooped up in a house all day, or you might want to leave it and never look back.  Feel free to share your thoughts in the comments!

Thursday, June 22, 2017

Nacira

Author: Klepon Production
Availability: Free, Download
Format: Visual Novel
Genre: Literature, Humor
Rating: PG 

Found at vnnacira.weebly.com/

My Scores (Out of 5):

Writing: 2.5
Art: 3
Gameplay: 2
Romance: 2 (“Cute.”)

Summary

Nacira is loosely based on the characters from the Indonesian version of the epic Mahabharata.  You are Nacira Basita, a girl from a remote village who has come to the capital as a substitute dancer for the king's crowning ceremony.  While staying at the palace, you find a box left by your predecessor, with a letter saying that it belongs to the one she loves.  It must be for one of the five princes...but which one?

Review

The Writing

First of all, let me throw some confetti for this game being set in a location that hasn't already been done to death: Indonesia!  I've complained before about the only four countries in these games being America, Japan, Fantasyland, and Ambiguousland.  Seeing more of the world represented makes me ridiculously happy!  Also, I never really knew anything about the Mahabharata, or Indonesian culture at all, and this game made me become curious about both.  Kudos!

That being said, It's obvious that English is not the author's first language, although it's also pretty clear that the writer really tried.  A number of proof-readers are credited, but the final result leaves me wondering if they knew any English either.  Still, the effort is appreciated, and at least I was able to understand the story.

The story itself is a cute, low-tension setup: You've made a friendly bet with Prince Arjuna to find out who is the owner of the box.  This involves asking the brothers about their relationships with the woman who left it behind.  It's interesting without being very intense, and I would have recommended it for all ages if there wasn't an instance of very strong language.

The brothers themselves are nicely varied in their personalities, and their interactions with Nacira are very entertaining.  Character is something that's very easy to screw up, and yet it's perhaps the single most important element in any romance-based work of fiction.  Even though the low-stakes plot could have easily made this story boring, the characters involved lifted it back up to being interesting.

The Art

I found the music interesting, since I've never before heard a score that involved bells so heavily.  This entire game just has a certain look and feel that sets it apart and seems to celebrate its setting. The sprites are well drawn, with the some of the characters looking more Asian and some looking more White; although, there are only two sprites for extras (one male, one female), which gives the impression that the city is populated by clones.  The backgrounds were okay, although I was a little disappointed when a supposed “majestic view of the city” only displayed as a blue sky.  Also, rather than making the CGs the prettiest part of the game (as most games I've played seem to do), Nacira has these parts drawn in a more humorous, cartoony style.

The Gameplay

The gameplay is perhaps Nacira's weakest point.  While there are choices, there is no real branching, since choosing to defy the plot will result in the protagonist eventually changing her mind and going back to the script.  Also, since the plot was framed as a mystery, I expected to be able to choose who to guess the box belonged to, but that's actually not the case.  In fact, it took me a while to understand how the game actually works: you don't actually try to figure out who owns the box.  Instead, you ask about the boy you're most interested in.  At the end, that's who Nacira guesses and, even if she's not right, that's whose ending you get.  It's frustrating and, I think, very unsporting.  Still, at least once you understand all this, it's pretty easy to get the ending you desire.

TL;DR

Nacira is a short, sweet game that shows players part of a culture not often seen in any western media.  The English is poor, but the story is entertaining enough to make up for it.  The main characters are decent-looking.  The gameplay lies about being a mystery, but at least it's easy once you know the actual rules.  Overall, I'd recommend giving this game a try.

Thursday, June 15, 2017

Ishara

Author: Happy Backwards
Availability: Free, Download
Format: Visual Novel (with turn-based combat)
Genre: Nautical, Fantasy
Rating: Teen

Found at happybackwards.com

My Scores (Out of 5):

Writing: 3.5
Art: 3.5
Gameplay: 3.5
Romance: 2.5 (“Meh, I suppose it's all right.”)

Summary

In Ishara, you are...Ishara.  Your family promised you a boat in exchange for severing all ties with them, but when you got enslaved and disappeared for five years, they figured you were dead and so reclaimed it.  Now, they plan to use it as your sister's dowry.  You, however, have other plans.

Review

The Writing

If I may start with the bad news, first: the English in this is awful!  “Guard” is constantly misspelled as “Garde”, tenses shift between present and past at the drop of a hat, and there's a shipload of grammar errors and missing words!  It was also difficult to get used to the sudden changes in POV: one minute we're in Ishara's head, the next, we're in Cendre's.  Since the narration is always in first person, it took me a minute to realize someone else was talking. (Thankfully, the character sprites help sort this out).

On the plus side, the story itself is good and very entertaining.  Talon's dialog is hilarious, yet she never comes across as a mere “comic relief”, being just as awesome and intimidating as Ishara, if not more so.  The back-story is heart-breaking, and the overall tale makes for a great discussion about standing by while  people in power do terrible things: do you keep your head down, buying a bit of temporary and unsure safety, or do you take a stand, causing the entire system to lock its aim onto you?  It's a question that will probably be important until the end of time.

The Art

The art is decent, and I like the music.  The main-menu has a nice water-color look to it.  I find it interesting that Ishara and her sister have both red hair and dark skin (with Grandmama's being even darker).  Since this is a fantasy world, it makes sense that racial traits could and would be mixed-and-matched (unless I've misunderstood and they're simply either biracial or deeply tanned).  Anyway, it's a welcome bit of variety, and I'm whipping out the “non-white protagonist” tag for it.

The Gameplay

For the most part, Ishara a very linear story.  There are very few choice points, one of which determines which story you follow, and one or two (depending on route) which determine how it ends.  There are also a couple bugs where the narration doesn't quite match up to what happened: If you choose to leave Cendre behind, for example, the story still describes her boarding the ship with you.  Considering how few branch points there are, this really should have been corrected.

The combat mechanism livens things up quite a bit.  This is the first visual novel I've ever played that includes such a thing, and I found myself getting kind of addicted.  Unlike most turn-based rpgs I've seen, not every party member gets a turn: rather, each team gets a turn.  This means you have to choose between attacking the enemy or healing a wounded party-member.  Also, since the stun effect only lasts for one turn, this makes the fight even more challenging.  I think the part of the combat that I like best is the AP system: each character has a certain amount of Action Points, and each of their skills cost a certain amount of points to use.  These points slowly regenerate over time, which means that you can have one character wailing on the enemy while another saves up for a group-wide effect.  It invites strategizing, rather than thoughtless spamming of an attack button.  Still, I was miffed that victory had no permanent results, instead only giving bonus AP in the next battle; perhaps I've been spoiled.

TL;DR

Ishara is a great story wrapped in awful grammar, and I don't just mean the pirate-speak.  The art and music are nice.  The gameplay is mostly linear, but has some very challenging combat scenes sprinkled throughout.  Overall, I give it a resounding “Yarrr!”

As usual, mateys, this be one lass's thoughts on the matter. Ye might thank the stars for this game, or ye might want to have it keel-hauled.  Hoist yer colors in the comment section! Yarr!

...I should never do that again.

Thursday, June 8, 2017

Cinderella Phenomenon

Author: Dicesuki
Availability: Free, Download
Format: Visual Novel
Genre: Fantasy 
Rating: Teen

Found at dicesuki.itch.io OR Steam

My Scores (Out of 5):

Writing: 4.5
Art: 4.5
Gameplay: 4.5
Romance: 4 (“D'awww! A little bit tropey, but still very nice!”)

Summary

In Cinderella Phenomenon, you are Lucette/Insert-Name-Here, the cold-hearted crown princess of Angielle.  At least, you were the crown princess: it seems you've become the latest victim of the Fairy Tale Curse, which gives people curses based on well-known stories.  Your curse is based on Cinderella, only for you, it's reversed: you've gone from riches to rags, and you must complete three good deeds if you ever want to return to the palace.  Fortunately, you've found some new friends who are willing to help you, but it seems there's more going on than anyone wants to tell you...

Review

The Writing

I am starting to love the twisted fairy-tale genre.  Cinderella Phenomenon handles the source materials very cleverly by having them be in-universe inspirations for the curses; this allows the authors a lot of creative freedom.  Still, while most of the twists were great, I felt that the interpretations given to Peter Pan's “Neverland” and “Tinkerbell” were too much of a stretch.

One major brownie point I must award to this game is that it doesn't assume anything about the player's familiarity with any of the stories.  Rather, our heroine was explicitly never allowed to read fairy-tales growing up, and so other characters are forced to give her a quick recap of the relevant tale.  This allows the unfamiliar to learn the important details without slowing the pace too much for players who already know the story.

The story itself is complex and intriguing with a lot of emotional gut-punches.  I found myself becoming worried about the characters whenever they were in peril, and that right there is the hallmark of good writing.  Be fore-warned, though, that this story will do its best to make you cry.

Still, I do have a few nit-picks: there are one or two occasions where characters are clearly carrying the Idiot Ball™.  There are also a few fairly subtle grammatical mistakes sprinkled here and there in the script: mixed tenses, a character saying “violence does not beget violence” when she clearly means the opposite (and it's not sarcasm, either; just a mis-handled quote), that sort of thing.  A spell-checker would not have picked up on any of it.  I bring it up because...well, because I'm a nit-picky grammar nazi, but also because it's jarring, and whenever the text calls attention to itself with these kind of mistakes, it takes readers like me out of the story.

The Art

Right out of the starting gate, this game gets the player pumped up with an EPIC intro sequence featuring a song called Broken Cinderella.  I must say, though, that while I like the music and the lyrics individually, they just don't seem to mesh together quite right: something about the cadence feels off.  Still, it's beautifully done, and everything from the menu to the sprites to the cgs to the background music is absolutely gorgeous!

I also like how the stained-glass windows in the menu change when you win each character's route.  And how the character sprites “curtsy” for you.  And the expressions.  And the lighting changes.  And... a lot of other neat touches, actually. I do find it strange, though, that characters seem to wear their day-clothes to bed, including (in one case) a giant earring.  Do pajamas not exist, in this universe?

The Gameplay

First, let me gush about the back-button.  It seems like such a small thing, I know; but, so often, when I play these games, I click too fast and immediately think, “Dang!  What did that say?!  If only I could go back!”.  But in the opening tutorial (the existence of which is also a lovely touch), one of the first things the game tells you is “Here is a back-button!”  And there was much rejoicing.

Another much-appreciated mercy is the indicator that pops up when you make a correct choice for a given character's route.  Since the game is several hours long, this is a very welcome trouble-saver; though, if you prefer the challenge, this feature can be turned off in the settings.  In fact, doing so is necessary for one of the achievements.  Yes, there are achievements.

As for the game, proper: there are five love interests, all of whom are clearly spelled out for you.  Like with Frozen Essence, there is a common plot up until you choose a character's route, at which point the plots diverge wildly, changing how the villains' schemes unfold, which of them you end up facing, who lives or dies, and how the main conflict gets resolved.  It makes sense, in a chaos-butterfly kind of way.  Also, while the routes never truly meet up at any point, like they do in Requiem of the Abyss, they still acknowledge each other's plot points, which gives it at least some sense of unity.

TL;DR:


This game was backed on Kick-starter.  This means that the creators get paid and we get a fairly professional-quality game for the low, low cost of FREE.  While it's not completely flawless, it is definitely excellent in every way.  I could spend a few more paragraphs gushing about it, but really, that's time you and I could both be spending actually playing it.

Remember, though, that this is only my opinion.  You might think this game is something out of a fairy-tale, or your opinion might be more Grimm.  Share your thoughts in the comments!

Thursday, June 1, 2017

What's Your Name?

Author: Sunlit Dreamer & Amiralo
Availability: Free, Download
Format: Visual Novel
Genre: SupernaturalHorror
Rating: Teen

Found at sunlit-dreamer.itch.io

My Scores (Out of 5):

Writing: 2
Art: 3
Gameplay: 2
Romance: 2 (“Still a better love story than the internet meme.”)

Summary

In What's Your Name?, you are Insert-Name-Here.  You've agreed to participate in a government program that pairs up humans with mythological creatures.  If, by the end of the first date, the M.C. gives you his name, that means the match-up was successful, and you can arrange to get married!  Until then, be careful, because lampirs, pukis, and mer-men are very, very dangerous.

Review

The Writing

The writing in What's Your Name? makes a couple of interesting and unusual choices.  First of all, this is the first visual novel I've ever played that uses third person narration.  While that style of writing can work just fine for books, I think games require a closer link between the player and the main character.  Whereas “You see a ghost” or “What should I say to him...?” put the player in the main character's head, “She got up to leave” keeps us at a distance, watching from the outside.  It makes it a little harder to get invested.

Another gamble that I don't think paid off very well is having three separate player characters.  When you get a route (more on this later), the game doesn't just present you with a different guy: it puts you in the shoes of a different, corresponding girl, with a different look, personality, backstory, and motivation.  To me, this also makes it harder to get invested: instead of exploring one character through different paths through one story, we're essentially given three very short stories with little time to understand who we're playing as and little reason to get attached.

As for the skill of the writing itself, I have mixed opinions.  Some parts of it were nice, though there were a few grammar flubs here and there.  Some of the descriptions, though, seemed like they were trying to do the job of the art.  A picture is worth a thousand words, so why go to the effort of narrating someone's clothing, pose, or features when you could just show us?  And speaking of art...

The Art

The characters themselves are done nicely enough: they have a kind of sketched look to them, with soft colors that are easy on the eyes.  The backgrounds, though, are very simple.  What's infuriating, though, is that there are times when the screen goes completely black except for the text describing what we see.  There's no call for it; they could at least keep the background up!

On the plus side, the music is very beautiful.  However, I must complain about one of the sound effects: At one point in the lampir's route, our character's ears ring.  We do not need to actually hear this high-pitched ringing.  Seriously, it's a shrill, high note just on the edge of hearing that stretches on and on until the scene is mercifully over or you've taken a mallet to the computer and started smashing it.

Also, I'm on the fence about the chibi-scenes in this one.  They're cute, I suppose.  I do appreciate that our protagonists are different races, but it would have been nice if we could see them sooner, instead of being surprised at the very end with an image of them that may look nothing like what you've been picturing this entire time.

The Gameplay

Like Other Age, this game starts with a personality quiz to determine who you'll be pursuing.  After much thought, I've decided I don't like this technique.  It creates an unnecessary obstacle.  To get any specific character (a must for completionists), the player has to answer questions in a way that matches up with the traits of someone she hasn't even met yet, which calls for either mind-reading, a walk-through, or lots of trial and error.  It lacks the fairness of interacting with someone based on what we know, see, or guess about them.

I was also disappointed that we get very little input into what kind of person our main character is and how she interacts with the world.  Basically, the personality quiz only chooses which story (and thus which main character) to drop you into.  While there are choices, they are only a few with very little difference between options: you can, for example, choose whether or not to look your partner in the eyes while lying, but you cannot choose to evade the question or tell the truth.  Combined with the writing decisions mentioned above, this makes it very hard to connect with the main character in the way a player should be able to.  After all, if the narrator doesn't believe she's me, and she's already more or less made up her own mind what to do in the story, then why am I even here?

I think the worst part of the gameplay, though, is that certain scenes require you to do absolutely nothing.  The choice menu is in front of you, and you have to just wait for several seconds instead of clicking an option.  This is interpreted as your character doing nothing.  No.  Do you know what's a better way to have a character do nothing?  Give the player a choice labeled “Do Nothing”.  I didn't even know “nothing” was an option until I read the walk-through, since usually these things aren't timed and I saw no indication that this was any different.  Oh, and one of those “do nothing” moments comes while an annoying, high-pitched sound is playing.  You didn't actually need your ears, did you?

TL;DR:

What's Your Name? took some risks that didn't completely pan out. Still, it has its moments.  It's not the best game out there, but I wouldn't call it the worst, either.  Basically, I'm not mad; just disappointed.


Remember, though, that this is only the opinion of one person.  You might think this game is the perfect match for you, or you might want all traces of it eradicated.  Feel free to share your thoughts in the comments.

Tuesday, September 6, 2016

Zayay

Author: psyAlera
Availability: Free, Download
Format: Visual Novel
Genre: Fantasy
Rating: Teen

My Scores (Out of 5):


Writing: 1
Art: 3.5
Gameplay: 2
Romance: N/A

Summary


In Zayay, you are insert-name-here. You're in a place you don't recognize, with no memory of where you were trying to go. A strange bunny-man offers to help you remember by showing you around the area. What could possibly go wrong?

Review


The Writing


“What on earth did I just read?!” is not a good question for a story to leave the audience with. After several playthroughs, the only information I had gained about the world and the characters in it is that there was some kind of war, there are some kind of gods, and there's some kind of demon bunny named Lord Zayo Byron who sells bones. Also, the woods have a nymph in them. This wasn't because the story was confusing, exactly, but because nothing of substance really happens with any of the characters. Information is so minimal that one gets the impression that there *is* no story, nor any real sense of character beyond “here is a creepy rabbit-man”. Who are you, and why did you come to this place? Unknown. Why does Zayo do what he does? Unknown. What does he like? Fear? Dream about? Unknown. Unless, of course, you get all the endings and unlock the out-of-story character interview in the “extra” section, because heaven forbid something as important as characterization be anywhere in the actual story, and personally, I think the revelations given in this “interview” just make the character even flatter.

Furthermore, the game seems to outright mock players of romance games. At the risk of spoilers, there is one ending where Zayo flat-out insults the protagonists for expecting a romantic outcome, using the phrase “I hate your kind”. It's easy to see this as the author trying to mock the player for wanting to play a dating game and get a romantic ending from it. Granted, the fully-revealed twist makes things a little clearer, but again, the most information we get is outside of the actual story and so locked away that I'm a bit upset at having already used the “bewareof the leopard” quote.

The Art


One thing I'll say about Lord Zayo: poorly-written though he may be, at least he is well-drawn. The eyes especially were pretty captivating. Everything else, though, was kind of “meh”. The background of the forest was kind of interesting in that it had several layers which rocked back and forth, giving it a nice surreal sense that evoked the wind blowing through the trees. Over-all, though, the actual shapes and figures in the backgrounds were very simple to the point of feeling lazy. The music was nice, but I didn't really feel that it connected with the story or setting in any meaningful way. Like everything else in Zayay, it simply was.

The Gameplay


Perhaps the biggest (maybe even only) draw about Zayay is the randomized dialog which makes it so that no two play-throughs are exactly the same. In one session, Zayo first approaches you; in another, you first approach him. He may ask your name, or nick-name you himself. Responses to questions may be different, even contradicting answers given in earlier games. Of course, this actually worsens the problem of getting to know the characters and the world since information isn't just revealed, but changed.

Aside from the randomized dialog, though, the actual game itself is pretty linear and boring. There are five locations, and you will visit all of them, once and only once. There are three choices at the end, leading to four (technically three) possible endings, so while your choices apparently do have an effect, it's really only minimal. There is a sharp twist to the game that really doesn't become fully clear until you've unlocked and seen the extra, and frankly, it just doesn't seem worth it to me.

TL;DR


Zayay strikes me as a rather gimmicky waste of time. There is a twist on the otome-game genre and some interesting, randomized variations in the dialog, but the game is otherwise on rails, the characters and setting are never really fleshed out in any meaningful way, and while the characters are well-drawn, the backgrounds are pretty lazily done. It's not romance, it's not horror, and without the locked character-interview, it's not comprehensible.


But then, maybe you disagree. Do you think Zayay is cute, or does it just leave you wondering why you came here? Feel free to discuss in the comments.

Tuesday, August 30, 2016

Romance Is Dead

Availability: Free, Download
Format: Visual Novel
Genre: Supernatural
Rating: Teen

My Scores (Out of 5):


Writing: 4
Art: 3.5
Gameplay: 4
Romance: 2.5 (“With endings this sad, it's not just dead: it's buried!”)

Found at lemmasoft forums

Summary


In Romance Is Dead, you are Madeline “Maddie” Washington, a biology student at the University of New Orleans. You've come to the conclusion that romance is dead. Perhaps it's a good thing, then, that you've now found yourself in the company of three guys who are also dead! ….Wait, what?

Review


The Writing


Major props to this game for being the first one I've ever played (much less reviewed) that has a black protagonist. I point this out because most of these games tend to feature characters who are either white or “Asian but with white skin and fair hair”, and I'm not the only one who's noticed this trend, either. Perhaps the tide is finally turning! What's more, this isn't just a palette decision: the issue of race, and the language and ideas associated with it, actually gets brought up a bit, just as it was in A Due.

I also enjoy how this game has such a strong sense of place. This isn't just “Anytown, USA”: this is New Orleans. It isn't just a school, either: it's the sciences section of UNO. The amount of detail given in the story makes me inclined to believe that the creator(s) either came from this area or did lots and lots of research, because it all feels very rich and real. Even the state's history is taken to account for the characters' back-stories, as voo-doo and segregation and the Louisiana Purchase all play a part in making these characters who they are.

The story is also strongly dated, which is a bold and often-risky choice: pop-culture items like Buffy the Vampire-Slayer or The Walking Dead are often discussed, and we are reminded, quite firmly, that this is the 21st century. A lot of works set in the present try to avoid committing to a specific point in time, since time is always moving. Time will tell if this decision will preserve the work or make it rot.

The Art


I was very surprised at how cartoony the art-style was. It's not like anime, either, but more like something you would see on Western-made television. While it's not bad, it does seem to me like a style more suited to a comedic piece than a romantic one. The backgrounds are just filtered photos, which was a little bit disappointing when it's so clear that somebody involved in this production can actually draw. The music is nice, being a little bit creepy and a little bit jazzy and quite a good fit, though perhaps not quite the auditory match-made-in-heaven that Cafe Rouge struck gold with.

The Gameplay


The balance in this game felt perfect to me, having a good amount of branch-off points and dialog changes without actually carrying the story too far away from the main plot-line. All of the choices make a difference, both in the ending and how you get there, yet the anchor-points in the plot keep it from becoming a sprawled-out mess. The mystery of Adam's death and zombification always remains at the center, but how this gets resolved and who you end up with at the end is deliciously left open.

TL;DR


Romance is Dead is a very well-made game. The art could be a little better in some ways, but the writing more than picks up the slack for it, and the whole thing is assembled beautifully in a way that encourages lots of replay. Overall, I enjoyed this game quite a bit and look forward to seeing what else Tall Tales Productions comes out with.


Of course, this is only my opinion. Does this game capture your heart, or does it just stink like a pickled corpse? Let us pick your braaaaaaaaiiins in the comment section.

Tuesday, August 16, 2016

Memory Days Sim Date

Author: Pacthesis
Availability: Free, Online/Browser-based
Rating: PG

My Scores (out of 5):


Writing: 2
Art: 4
Gameplay: 3.8
Romance: 2.5 (“Middle of the road, maybe”)

Summary


In Memory Days Sim Date, you are Ai/Insert-Name-Here. You used to only come to West Cigam for the summer, but a change in your father's career has resulted in you moving here, permanently. Now, you have the opportunity to let those people you met in passing become friends...or more. What memories will you make, now?

Review


The Writing


Plot-wise, there isn't really a lot to this game; you just attend school and talk to boys until summer break comes. What makes this especially annoying is that the intro seems to tease so much more, with cryptic references to weird happenings in West Cigam, and a character whose cousin has gone missing. Unfortunately, the only “weirdness” that you get to actually see is a cameo by Xolga in one character's route. Even the theme of Memory seems a little bit shoe-horned to me, since while memories and making memories are frequently referenced in the dialog, there doesn't seem to really be any call for it: nobody is on a quest to remember or forget something, memories do not provide a key to any plot-point, nobody's personality is defined by a memory...it just seems to be rolled onto the game like a coat of paint.

The characters themselves have some pretty interesting drama in their back-stories, but these don't really come into play at all until the end of the game. The dialog in the talk options is mostly small-talk that doesn't really give more than a hint of their personalities, and the event scenes range from sweet to mundane. All in all, I find this to be Pacthesis' blandest work in terms of writing, with a lot of smoke but very little fire.

The Art


The drawing style is about on par with Pacthesis' other work, but what really makes the art here stand out is the extra effort put into the technical things like scenery changes, wardrobe changes, and animated bits. Guys will change their clothes depending on where they are, and the backgrounds will change with the seasons. You can even decorate your room a bit, which I thought was a nice touch. It's a very nice level of variety that most games don't usually have, and I greatly appreciate it.

The Gameplay


I get the impression, between the art and the gameplay, that this game was really more of a “technological experiment” of sorts, since it's very different from all of the author's earlier games and has a lot more moving parts. Guys change their locations every day, the shops change their wares every week, and it's actually possible to break up with a guy, after which you can't talk to him for a while. Also, your actions are limited not only by energy, but by mood, which almost prevents exploitation of the work-food mechanic. There is also a need to spend some time studying, since failing one of the periodic tests will result in a sharp drop in mood and energy.

The overall format is actually closer to a visual novel than a dating sim, since the relationships with the guys are based entirely on events fixed in time (and choices made at those events), while talking, gifts, and dating don't actually matter at all. Granted, having a good conversation with your guy (or going on a date) can boost your mood, but they do nothing to actually raise your relationship and can be safely ignored altogether. Mostly, you just need to go to the right location on the right day and take things from there.

TL;DR


Memory Days does have some impressive features, though the writing is pretty thin and, partly as a result of this, the gameplay seems to drag a little bit. I can't really call it a bad game, though, since it's very clear that a lot of effort was put into its creation and, in many areas, this effort pays off. It's a mixed bag in my opinion, but overall, I think it's worth checking out.

So, am I being too harsh on a good game, or too light on a bad game? Is this game a cherished memory, or just a weird thing best forgotten? Go ahead and tell me in the comments!

Tuesday, August 9, 2016

Lads in Distress

Author: Catfish Crew
Availability: Free, Download
Format: Visual Novel
Rating: Teen

My Scores (Out of 5):


Writing: 4
Art: 5
Gameplay: 3
Romance: 3.5 (“A good notch or two above actual fairy-tales”)

Summary


In Lads in Distress, you are Princess Charming of Lunar Kingdom. You're skilled in magic and have quite a bit of a hero complex, which is why you have no problem with entering into a loveless political marriage to help your struggling kingdom. Of course, you still get to pick your groom, although three mysterious princes have been emphatically vetoed by your parents and it seems all of them need some kind of rescuing. Hmm.....

Review


The Writing


How do I love this game? Let me count the ways: I love that it flips the genders on classic stories, putting the girl in the position of the dashing hero. I love how Princess Charming manages to avoid crossing the threshold of Mary-Sueism by having her arrogance and savior complex actually treated as character flaws to be overcome. I love how each prince is recognizably based on a fairy-tale. I love how it twists the fairy-tales enough that, even if you're familiar with the story each prince is based on, you'll still be caught off-guard. I also love that Mer is clearly based on the original Hans Christian Anderson version of The Little Mermaid, as opposed to a certain popular 90's movie.

Granted, the script could have been proof-read a little better, and there might be a little bit of fridge-logic in one of the paths, but overall, the writing is pretty good. I was impressed that this story didn't romanticize royal marriages the way many fantasy stories often do, with love-at-first-sight and beautiful commoners becoming royalty because of their shoe-size; rather, we get the much more pragmatic truth of royals marrying for political reasons that have nothing to do with love, looks, or foot-wear. Yet despite this unromantic premise (or maybe because of it?), the relationships themselves are very sweet in how they unfold, with something that started out so cold and calculating slowly growing into friendship, trust, and love over time.

The Art


After much thought, I could not justify giving the art score anything less than a perfect 5. Calling it “beautiful” just isn't enough. It's...sumptuous! Everything, every artistic aspect, is clean, perfect, and of a professional quality. The backgrounds are gorgeous and richly detailed, with a wide variety of locations that don't “recycle the set”, so to speak. The music is exquisite, orchestral, and perfectly meshes with the game's setting and tone. The characters themselves are lovely and intricately detailed, with a very broad range of surprisingly nuanced expressions that match up well with the descriptions in the text. Even the color palette works on a level I don't usually notice, giving each character a distinct look that reflects something about them while still harmonizing with each other and the background. If this artwork were a cup of coffee,even the saucer would be perfect!

The Gameplay


Alas, I wasn't really sure what score I should give the gameplay, since while it doesn't really do anything “wrong”, I still came away feeling a little unsatisfied. To give just the facts: there are three potential suitors in this game, each with two endings (although they don't fall neatly into the labels of “good” vs “bad” endings, with one dark exception). After the initial three-pronged split, each path is pretty linear, with your choices mostly just adjusting subtle stats to determine which ending you get. Mer's route spiced things up by having options appear, disappear, or have a different outcome depending on your past choices, which I thought made things more exciting, but for the most part, there's only a narrow range of change in each route. (I was also privately disappointed when the fairy companion didn't turn out to be a surprise fourth suitor, but this did not factor into the score at all).

I feel that the general lack of any bad endings takes most of the risk and tension out of the game. While this can be a major plus for someone who just wants to relax in a comforting story, like the equivalent of a bowl of chicken soup, it's a drawback to anyone looking for more of a challenge. The value of a victory is mostly based on the threat of defeat, and without any real chance of losing, it falls to the main story itself to shoulder the burden of getting the reader invested. Of course, this is only a review of the NaNoRenO version, and it's possible that the future extended version will turn out better.

TL;DR


Lads in Distress is a fantastically beautiful game that turns classic fairy-tales completely on their heads. The game mostly stays on its rails with only a few endings, only one of which can be called “bad”, so you generally can't lose. Overall, I think it's very worth playing.


What do you think? Is this game so good it leaves you speechless, or does it deserve the kiss of death? Let down your hair in the comments section and tell us your thoughts.

Tuesday, August 2, 2016

Memento Dears

Author: OtomePalace
Availability: Free, Online (Demo) / Free, Download (Full Version)
Rating: PG

My Scores (Out of 5):


Writing: 4
Art: 3.8
Gameplay: 3.8
Romance: 3.5 (“Pretty good”)

Summary


In Memento Dears, you are Melodie. You've lost your memory after a mysterious hit-and-run, much to the consternation of your family and friends. As you try to put the pieces back together, you get the impression that something important happened with someone right before the accident...but who was it?

Review


The Writing


The writing is good, save for a few English errors here and there (such as “I too tired”). It's kind of ironic, considering that an early line of dialog has one character correcting another's grammar. Regardless, the story and characters are good, and the premise itself is very interesting.

What I really like is the strength and cohesion of the theme in this story: Bachelor #1 comes to strongly represent owning or clinging to one's past, while Bachelor #2 represents abandoning the past and embracing the future. It raises an interesting question: how important is the past? Granted, the hidden third Bachelor doesn't really fit as well into this theme; his story-arc is more about fear and bravery, and while one could argue that “bravery is needed to face the past/future, blah blah blah...” I just don't think it meshes all that well.

Also, the back-story does not change based on which course you take. I like that kind of consistency. I also like how different characters and paths contribute different pieces of the puzzle.

The Art


The art is anime/manga style and, while not flawless, it is rather decent. I like the quality and variety of the background music, and it's nice how the game uses sound-effects to let you know when something good or bad has happened.

The Gameplay


This game seems to perfectly illustrate the saying, “Aim for the moon: if you miss, you'll still land among the stars.” It's a very ambitious game, featuring stats, an explorable game-world, randomly-appearing characters, etc. In some ways, its complexity reminds me a little of Heartstring Bugs, especially since both are centered around a school. That being said, though, I do have a couple of major complaints.

The first and biggest flaw, in my eyes, is the Fake Gay Option. As I've said before: I have no problem with authors keeping it strictly dudes, but it's very infuriating to mislead your players (purposefully or accidentally) into thinking a NPC is obtainable when, in fact, she's not, and in a game this long, it's even more heinous. In the Stats page (more on that later), Suzie's relationship meter looks identical to those of the boys, even being marked with hearts at either end. We have the same talk/gift/invite options for her as we do for the guys, and in one outing scenario, she even asks “Is this a date?” and we have the option to respond “Yes”. What else is an unwary player supposed to think? Yet it isn't until the end of this very long game that we find out there is no ending with Suzie other than “You failed to get a guy. Your friend tries to cheer you up, but it just isn't the same.” At least Heartstring Bugs had a Best Friends Ending with the two girls that, while not romantic in the slightest, still provided a satisfying pay-off to all the time and energy invested in those relationships.

There are at least three better ways that this could have been handled:
  1. Have a gay option
  2. Make it clear from the interface that there is no gay option
  3. Have a Platonic Best Friends ending.
Whatever you do, though, don't make the player completely waste her time.

My second-biggest complaint is the difficulty in finding the Stats and Inventory pages. I eventually found them in the Options tab, in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying “Beware of the Leopard”. The good news is that vital information like your energy-level and today's date are on the main game-screen, plain as day, so you're not completely flying blind.

Finally, I'm a little annoyed with how difficult it is to report back to the parents after I've purchased the items they sent me to get. It's the one instance where the “randomly-appearing characters” feature seems more frustrating than clever. Fortunately, it doesn't actually hurt the game in the long-run, since the amount of money involved is small and hardly missed, and interacting with the parents isn't really important otherwise.

Despite these flaws, I still found this game very enjoyable to play. Please note that it's apparently the first chapter of a series, although it stands alone just fine. I have not yet been able to track down any mention of the sequel, but I'll definitely be keeping an eye out for it.

TL;DR

Memento Dears has a lot going for it. The writing is good with a cohesive story and a strong use of its theme, the art and music are nice, and while the gameplay isn't perfect, it's still impressive in both what it does and what it tries to do. Overall, I strongly recommend playing this, and since the demo can be played online, you can try it yourself right now and see what you think.

In fact, what do you think? Does this game have a bright future, or is it something best left in the past? Share your thoughts and recollections in the comments!



Tuesday, July 19, 2016

A Due

Availability: Free, Download
Format: Visual Novel
Rating: Teen 


My Scores (Out of 5):


Writing: 4.8
Art: 4.8
Gameplay: 3.5
Romance: 4 ( “Why are all these onions here?!” )

Summary


In A Due, you are Sona Song-- a punky slacker whose Father inexplicably left you his orchestra. You wouldn't actually care, except that you only get his money if you attend their practice sessions, and you happen to owe a lot to some shady people. One day, though, you run into a strange fellow named Hao; he doesn't speak English, and you don't speak Chinese, but you can tell he's very upset with the quality of your orchestra's playing. Can the language barrier be over come by the language of Music...or even the language of Love?

Review


The Writing


This is one of the few games I've played through that made me want to cry. Granted, there are a couple clichés and I groaned when I found out the protagonist of a Music-themed story was punnily named Song, but for the most part, this story really stuck a chor—um, hit home for me, especially since I have a music background myself. The musician's interactions with each other and their conductors really rang true (minus the violence and chair-throwing), and the themes of music's universality and how it brings people together just went straight to my soul.

I also like the fact that not only do we have a Chinese protagonist (perhaps the first one I've seen in any of these games), but her being Chinese isn't just “decorative”. Sona has to deal with racism, people assuming she can speak Chinese, and finally: the language barrier. Language itself is almost a character in this story, and the theme of language is blended exquisitely with the theme of music.

On top of all that, it really is a touching story with good humor and emotional moments, and there's major character development in both the protagonist and the love interest. I became very interested in these characters and their bond, and when the game was over, the story still lingered on in my head. I needed more. That's usually a sign of good writing. (As a bonus, this game also teaches you Chinese and Italian! What more could you want?)

The Art


The backgrounds are photographs, and the characters are decently drawn in the anime/manga style that's pretty standard for otome games. I got a kick out of the buttons being shaped like musical notes: that was a nice touch. Also, the chibi drawings between chapters were pretty cute. Another graphic detail I really like is the way that whenever Hao speaks Chinese, the words Sona actually knows have their transliterations written above the character: it helps to put us inside Sona's head (Plus, you get to learn Chinese words this way!).

The real show-stealer, though, is the music. You'd expect a game with a music theme to have a decent score, and A Due does not disappoint! Several Classical pieces play throughout the story, as well as a couple numbers that are a bit more Rock. As a nice touch, the background music even correctly corresponds to the songs name-dropped in the script: when Sona decides to have the orchestra play the theme from Romeo and Juliet, guess what you hear in the next rehearsal scene? Also, the story's own theme song is probably going to stay in my head for a long time.

The Gameplay


The gameplay is mostly linear; while your choices do affect which ending you get, the story itself doesn't really branch out the way Frozen Essence or Requiem of the Abyss do. That said, there are three endings, and getting all of them unlocks an epilogue. While not the shortest game, it can be totally completed in a day.

TL;DR


A Due is a beautiful story about language, music, and the need to love what you're doing. It's beautiful in every way, with good writing, decent art, lovely music, and clear, straight-forward gameplay. This might be one of the best games I've reviewed; it's definitely one of my favorites, although that might be partly due to my own personal biases.


What do you think, though? Is this a game you'd play con amore, or do you just want to smash a guitar over it? Feel free to compose your thoughts in the comments.

Tuesday, July 5, 2016

Charms of Lavender Blue

Author: Waffrus
Availability: Free/Online
Format: Visual Novel
Rating: PG


My Scores (Out of 5):


Writing: 3
Art: 3
Gameplay: 2
Romance: 1.5 (“Who is this guy, again?”)

Summary


In Charms of Lavender Blue, you are Nabi. Your family is under a curse that causes your first love to either kill you or die trying. Luckily, you have a magic charm to keep the curse at bay! You move back to your old neighborhood after years away, only to find that your childhood friend, Pierce, is now avoiding you. Seriously, what's up with that guy?

Review


The Writing


For starters, I like the premise. Instead of a setup where the protagonist has to find love, we are presented with a situation where love itself is dangerous. It's an interesting obstacle. Unfortunately, I don't think the premise is fully exploited; the only time the curse ever really becomes relevant (aside from encouraging Nabi to join the jewelry club) is in a flashback. We never really feel the pressure to stay away from Pierce, nor is the reason for his behavior apparent until the end. The danger is never made real in the course of the story, which is a shame, since it seems like it would make for a more exciting romance than the usual fare.

The other disappointment is that we don't really get to know Pierce or Nabi all that well. How much of Pierce's disposition was a put-on, and what is his real personality like? What does Nabi actually like to do, given that she mainly joined lapidary out of necessity? Why do they like each other? Is he smart? Is he funny? Do they have anything in common (besides being in this club)? At least in Lady of the Castle, we found out that the Prince likes flowers, misses his mother, and wants Elise to be happy. With Pierce, it's just “He was happy once, now he's grumpy. The End!” Oh, and he doesn't like little kids. That's something, I guess.

The Art


The art is very pretty with less of the facial problems that marred Lady of the Castle. Waffrus's strongest point seems to be hair and clothing, especially the latter: Waffrus has a knack for showing off the softness and folds of cloth, and I'm actually a little impressed by that since it's an area I struggle with. The backgrounds, while simple, have a painted look, and my only nitpick is that Nabi's room seems to have a dirt floor (or possibly straw). The music is nice, too.

The Gameplay


Once again, I had to deal with that funny little “I” cursor that indicates I'm about to type on a button instead of click on it. It's annoying, but not exactly a tragedy. My greater concern is that the choices you make don't really affect the game beyond the next page. After that page is over, the plot snaps back onto its one track with no lasting repercussions from what you had chosen. Nabi even talks to Pierce about “that thing you did”, simultaneously referring to the scene where he kissed her and the alternate scene where he sort-of hugged her; it doesn't matter to the game which option you chose. The only choices that determine which ending you get are the obvious decisions of whether to join the club and whether to enter a relationship with Pierce. Everything else could essentially be replaced with “White or Wheat?”

There is only one flaw that I find to be completely intolerable, however: a Double-Negative Question. I'm not speaking as a grammar nazi, here; this question seriously tripped me up. The question was “Is that a No?” and my options were “Yes” or “No”. I chose "No", to indicate “No, that wasn't a 'No',” i.e. answering the current question. However, the game did not parse it that way, instead translating it as “No is absolutely my previous answer, in case you weren't certain.” This kind of ambiguity is a very serious pitfall to have in your game, as it can unfairly rob the player of their ending because they thought you meant something different. As it happens, this decision didn't impact the ending at all (see above), but it still can cause lots of undue frustration.

Please, authors: check your dialog options for ambiguity. If one option can be read as meaning something very different, or if both options are essentially thesame, or if there is no context for the player to know which optionis true or which is a lie, then it may be time to re-write. Our choices should have meaning, and that can only happen when we are purposely and knowingly making that choice. We don't have to know what that choice will lead to—that is, after all, part of the fun—but we must know if we are choosing to lie, insult, reject, accept. Ambiguity hurts that experience, so please do your best to be clear at all times.

TL;DR


Charms of Lavender Blue is okay, but doesn't really reach its full potential. The premise is interesting, though the characters are a little under-developed for my taste, and there isn't any tension despite a lethal curse supposedly hanging over the protagonist's head. The plot is mostly linear with only the briefest of detours after choices, one choice being infuriatingly ambiguous. Overall, I give it a “meh”.


Of course, this is just my (admittedly fussy) opinion, and yours may differ. You might think this game is just charming, or it may leave you cursing. Feel free to share your thoughts in the comments.