To sum up, paranormal prohibits scammer.
A thought-to-be casual ghost inspection turned out awfully (or maybe not) realistic. We're introduced to two unique characters: one is Alicia - an online-ordained exorcist who's pratical, cool with a side of humor, and the other is Beford - a dropout and self-proclaimed pathetic, bored loser. The gameplay was short, but its storyline kept you on the hook, as you gradually learned more about the shocking truth and the characters. There's way more to this than meets the eye and you could seemingly sense that, but it was never fully revealed. A satisfying but hopeful ending, and the game delivered that comedy aspect clearly.
A beautiful story mixed between mystery and comedy - everyone's favourite. The characters' dynamic is definitely one of the highlights, and we're left looking forward to more in-depth story building for them. Now then, is there a demon, or is the air just cold? Nevermind, neither are hard to beat.
In short, wheel of misfortune.
Life always set out multiple choices for us, but even with the game's extra options, none of the choices really brought out better outcome. The characters either messed everything up, or only the other party benefited from their action. Their life was never meant to end desirably, nor was that life their own in the first place. Both the narrator and the player were responsible for their unfortunate destiny, especially the narrator as they controlled the available choices. The surprising fourth wall choice gave a nice twist, and soon we were met with funny interactions between the characters as they marched their way to freedom. Credit roll was indeed the worst torture for any player.
A path filled with misfortunes, and at the end of that path was an angry crowd of characters breaking the fourth wall. The game succeeded with its exhilarating and engaging storytelling. Let me make your life the worst of worst, but please don't break the fourth wall and bomb my house with that crazy arsonist.
In summary, a wholesome clothing therapy session.
What started out as a comedic mischief of an offended witch turned into sentimental talks between the clothes and their owner in the form of Pokemon battles. The witch's purpose was only to mess around with those who called her "goth", the player instead received lessons about self-esteem and confidence, and along the way she reached mutual understanding with her clothes too. The clothes desired appreciation and love, but their owner seriously lacked confidence and wasn't ready to publicly showcase them. She needed time, and they gave her time. The side calls with the witch were also pretty fun plot progression.
A comedy game about savage sentient clothes that quickly became lessons about self-growth and self-love. The witch's curse was unexpectedly a blessing. I promise that when i feel more confident, i will wear you outside, alright? So please patiently wait for me if you can.
Sincerely, villains deserve therapy.
The game perfectly depicted a therapy room's vibe. From the freedom of music choice, the villains' voices, to the room's decoration, everything felt comfortable and relaxing. Hence, even the vilest hearts gradually opened up. A knitting club, a comedy show, or simply a friend, they weren't what would be expected on a villain's to-do list. In fact, the interactions seemed more like conversations between close friends, and none of them beared any ill will. All they wanted was a dear friend, someone who would listen to their worries and give them happiness besides committing devilish acts. The friends ending was extremely well-done and truly heart-warming.
Villains aren't pure evil, they have needs and desires just like any human. It's our responsibility to soothe their hearts and listen to their woes, possibly becoming friends with them after. What could that wicked mind want from a therapist? A friend? Well then, let's get to know each other first.