Author:
Pacthesis
Availability:
Free, Online/Browser-based
Format:
Dating Sim/Point-and-Click
Genre:
Supernatural
Rating:
Teen
Found at: pacthesisgames.com OR simdategames.net
My Scores (out of 5):
Writing:
4.5
Art:
4.5
Gameplay:
4.5
Romance:
4 (“Ooh, now we're talking!”)
Summary
In
Number Days Sim Date, you are
Evelyn/Insert-Name-Here. You've gone with your friends to the grand
opening of a new theme park, only to suddenly find yourself alone in
a park that's now surrounded by a glass wall. A few other people are
in the same predicament as you, and you've all gotten the same
cryptic text message on your phones: “Your
time here will end when your number reaches zero.” Your number is
Twelve...
Review
The Writing
First
of all, the plot is amazing in both concept and execution. The story
is like an episode of The Twilight Zone, and
I can easily picture it being adapted into a book or movie. In fact,
if anyone reading this knows Pacthesis (or, better yet, is
Pacthesis), I'd like to point out that the indie game Five
Nights at Freddy's
has already made such a transition, so it might be time to get an
agent and/or publisher and claim some of that sweet, sweet Internet
Money.
The characters are
very distinct and fleshed out, each possessing flaws, passions, and
quirks that come up again and again in both the cut-scenes and the
dialog-trees. No two are interchangeable, and even characters with
similar traits (weirdness, intelligence, shyness, etc.) express those
traits in very different ways. This helps make the endings very
satisfying and emotional, both in story-mode and free-mode.
I greatly enjoy how
the plot itself isn't just flavor, but is instead used to showcase
the characters' personalities by letting us see how they operate
under pressure. Who takes charge? Who follows? Who tries to solve
things by himself? I also like how every character's path ties into
the game's over-arching theme of “Be Yourself, and Accept Others
for Who They Are”, which is a good message. I do wish, however,
that the dialog-trees were a little more synced up with the main
story-line, since characters sometimes reference things that either
haven't been introduced yet or were already solved.
The Art
Not
only is the art well-drawn, but I'm very impressed by the level of
effort that clearly went into it. Dialog is accompanied by a
profile-picture with changing expressions, and the main part of the
game features animated figures, decent backgrounds, and some very
lovely CGs. I also like how the lighting changes from day to night,
and the way inventory items appear in the backpack as actual items
rather than just abstract icons of equal size. The music is fun,
too.
The Gameplay
Number
Days offers two modes of play:
story-mode and free-mode. This makes it easier to go back and get
alternate endings without the main plot getting in the way.
Story-mode also offers chapter-select, and each section begins with
helpful tips on how to play.
Like
Cafe Rouge, much of the game
involves wandering through the map, as opposed to just selecting a
location and being magically teleported. Unlike Cafe Rouge, though, there is a handy
mini-map to consult if you get lost. Also, as in MemoryDays and HeavenlyPlaygirl Dating Sim, characters'
locations often change; however, the relocations are much more
frequent and random, here, which can be very annoying when you need
to find someone.
The
classic Dating Sim Interactions of Talk/Gift/Date are all present and
all affect the game, but with interesting side-effects that I won't
discuss because of spoilers. There is also a point-and-click element
of finding small objects scattered across the map, which presents an
extra challenge. Strangely, there is also a set of...non-minigames?
I'm not sure what to call them, since they're an activity that you
can do to get tickets for prizes, but “playing” them really just
amounts to rolling a die to see how well your character did. It took
me a while to realize what was going on, and then, since I usually
hate mini-games anyway, I wasn't sure how I should feel about it.
Luckily, nothing about this section is truly necessary anyway, unless
you really want to give your new friend an expensive present.
TL;DR
Two
words: Magnum Opus. Number Days
is one of the best games I've ever reviewed and may well be
Pacthesis' crowning achievement. The plot and characters are
well-developed, the art is lovely and brings the story to life, and
the game-play is both elaborate and well-balanced. Most of
Pacthesis' earlier games have struck me as being slightly
experimental, and this game is where the previous experiments finally
pay off.
What
do you think, though? Does this game deserve all the happiness, or
is its number up? The comment section is open today, with free
admission and no height-restrictions!
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