Author: Waffrus
Availability: Free/Online
Format: Visual Novel
Genre: Supernatural / School Romance
Rating: PG
Found at: www.simdatinggames.com and www.kongregate.com
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.
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