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  1. Not being able to stop a week at any point means you have to let the whole thing play out no matter what.
  2. No indication of what each task will 'cost', and it's not clear what exercise does at all.
  3. No clear goals or endgame besides "survive a year", although this isn't entirely out of step with the "hazy adulthood" feel.
  4. No easy way to tell what each set of points means in terms of gameplay (ex: what do 'Social' and 'Organ' actually do or affect?).
  5. No option to go day-by-day instead of by full weeks (life-sim players can and will get into the nitty-gritty).
  6. UI is not intuitive and there's no tutorial. Though it's not difficult to figure out how to play it, having to go from edge to corner to edge to corner feels clunky..
  7. Character creation options need explanation.
  8. It would also help to allow the player to save on their own in addition to autosaving.
  9. The time-of-day icon art is nice, but it's unrelated to anything else in the game (urban vs. country setting - maybe make it part of her backstory?) and it's better than 'Morning/Noon/Afternoon/Night' icons only in providing some color.
  10. Wouldn't someone like her have plants, or try to buy some?


Art's good and unique, music's weirdly apropos if repetitive, actual gameplay is fairly entertaining for this genre (I wouldn't call it 'experimental', when the game's a 'life sim'). Mima's pretty cute. I liked the simplified character creation options, the art/animation style (giving the moon phases was a nice touch), and the overall direction is interesting.


Good start, needs some retooling.