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Emberfell

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A member registered Apr 17, 2018

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An enjoyable game, from start to finish! The juxtaposition of the beautiful and the grotesque was well done, executed with enough restraint that it felt all the creepier; it's a kind of aesthetic that's more common in Japanese works than outside of them and I think you've pulled it off wonderfully. I particularly enjoyed the puzzles, which weren't unnecessarily convoluted or obscure while still requiring a little thought to solve, and while certain aspects were clearly a little unpolished (interacting with certain objects, for example) it didn't take much away from the experience. I will say that access points could use a more obvious indicator since they were the reason I died: I couldn't figure out where the "exit" was in the alley and the dark room despite being almost on top of it. The checkpoint system kept it from becoming frustrating, however. I did enjoy the more organic feel that came without having doors, etc light up or otherwise indicate they're usable since it felt more like you were actually exploring an abandoned town.

The story was good and surprisingly intriguing considering the relatively brevity of the game, and the art and audio effectively bolstered the atmosphere of my playthrough. Being the kind of person who checks and reads everything, I enjoyed the extra effort put into giving Aster dialogue for unusable items; the prose was effective throughout, particularly in the journal entries. I liked that some things were implied rather than stated outright, like the relationships of the inhabitants of that first house, since they felt like little rewards for the check-everything players. I was already interested in seeing more of the world before the final scene, and if you ever go back to the alternate-history setting of Everbloom I'd still be interested in seeing more.

Misc notes (POTENTIAL SPOILERS?):

- Is Dr. H. Quinn a Batman reference?

- This might be just a coincidence, but Iris' design reminded me a lot of Florence Nightingale from Fate/Grand Order and was the first thing I thought of when I saw the thumbnails.

- Is there a third child, possibly named Orchid?

- Is the implication that the 'macaques' requested in the lab notes was a coded message for human test subjects from what I assume is a POW/prison camp?

I'm liking this game, so thank you for making it available! It really is relaxing, and the collection mechanics are simple enough to do without thinking too hard but involved enough to avoid being monotonous-- Perfect for something simple and fun! Choosing the right tree-shape is surprisingly satisfying and I'm currently collecting materials and trying different builds. I wouldn't call any of them pretty, exactly, but I'm having fun building them!

I also enjoy the little background details, like how you can only collect the glass/metal in the foreground of the crashed rocket, which really makes you wonder how the player-character wound up there in the first place...

A wonderfully relaxing, chill little game, and I like how the color palette makes it look as though the beach is perpetually at sunrise/sunset despite the movement of the sun. I love the idea of new messages being added over time and played through multiple times to see new ones; some of the messages are just beautiful/intriguing and I especially liked the one about the sky being an ocean. =)

As someone who collected Dragon Magazine up until its final days, a few of those names do sound familiar; having them detailed with such interesting (and useful) write-ups provided me with a pleasant burst of nostalgia and I can already imagine working a few of them into future games/writing. Thanks again for the inspiration!

I love pleasant small things, trinkets and tables for trinkets so this is a perfect little bonbon for me; I also use these random tables for personal writing and journal-type solo games and reading through the lists sparked a dozen different  inspirations, so thank you!

I really enjoyed this game, which was longer than I expected it to be and had a plot that set it apart from most other visual novels; I appreciated the fact that romance was optional and that it could develop at a more 'realistic' pace if you did decide to pursue it, with both options being equally valid in the narrative. The thriller-suspense storyline kept things interesting and gave the plot more narrative heft, making me actually weigh my decisions because it felt like the wrong one could easily get one or more characters killed. The characters all felt believable and reacted in believable ways, including the MC, with the many options determining their actions and reactions spanning a broad range of possibilities. I liked that I could choose certain options in one situation, say determined or angry, and then choose shy or playful options later without being locked out of other personality-based choices or being penalized for it.

Though there were some grammar/spelling errors and the character art was middling, it effectively conveyed the story and some of the background art was especially nice, notably the wheat field and the beach. The amount of endings is impressive considering that most are pretty different from each other rather than being mostly the same with only small variations. I kept playing because I wanted to see how the story ended and learn more about the mysterious conspiracy, and as the game went on it managed to create tension over the idea of being captured, framed and having to flee a shadowy foe. I liked Best End 1 because it was domestic and cute, but True End 1 is my favorite because it feels like the last scene in the first installment of a series. Overall, I'm glad I played it and I enjoyed it thoroughly!


Favorite Character: George! Haha, well, I liked all of the main characters about equally but I really appreciated George for being a cool old guy who shows the main cast kindness and understanding that probably saved their lives multiple times. I never take the option to steal from him when it comes up!

Least Favorite Character: Like I said, I liked all of the main characters equally but naming a minor characters or 'the bad guys' seems like a non-answer. If I had to pick which main character I least liked I'd say Amanda, but that doesn't mean I dislike her-- It just feels like her personality doesn't come through as strongly as the others' do, or maybe she has a more gentle personality so it doesn't demand as much attention.

Heard About This Game By: Browsing this site!

What I Liked Most: The main plot stands on its own and is completely separate from the romance plot, which you can start or ignore as you prefer; most games that feature romance weld it to the main plot and don't give you the option to not be in a relationship, especially visual novels, and I appreciated that it wasn't the case here.

What I Liked The Least: I can't really think of anything. The spelling/grammar errors I noted above and the character art could be improved, but neither really got in the way of the storytelling or negatively affected my experience with the game so I don't consider them real problems.

A relaxing experience for a trying time, though I suspect I would have enjoyed it whenever I discovered it: Who can resist the combination of gardening, cute visitors and random items? The art style is colorful and whimsical and the gameplay is simple; it's reminiscent of Neko Atsume but without the need to buy the food and toys, letting the player focus on enjoying the game and collecting all the visitors, seeds and items. It was sometimes difficult to move items when they were piled up or layered with the visiting cats/birds/fairies and I would have liked a save function to continue from session to session, but the streamlined mechanics and quick flower-growing cycle means that starting over each time isn't a big problem. All of the visitors were cute (and a lot of the collectable items were too!) and many of them made me chuckle; trying different combinations of foods and items is entertaining, with the only real "drawback" being that the garden is too small for all the flowerpots and items I want to put out!

I find this game thoroughly charming, the perfect thing to de-stress with when all you want to do is arrange some flowers and see some cute cats and birds (and fairies). Being able to see your notes as they appear in the journal gives it a sense of accomplishment and they're frequently funny as well; thanks for a great game!

This game is awesome! At first I didn't realize that the map extended past my initial view so I couldn't figure out where the bears were disappearing to, but fences put a stop to the wandering. It's fun to construct scenarios and see what the bears do, like arena/defense constructions for them to defend against the zombears, and for some reason I find the dinos especially humorous despite the fact that they really don't do anything; maybe it's the way they curl up and shiver around zombears?

It's also just fun to watch the bears wander around and use tools and I'm looking forward to future expansions, especially world generation! Is there a way to save your progress and I've missed it somehow, or is that maybe a future feature? I don't mind the amount of time required to build a house, etc but I'd really appreciate the ability to save works-in-progress and come back to them. Regardless, I have fun whenever I open the game and for that I thank you!

(I also thank you on behalf of my potato laptop, which can run the game smoothly despite many bears.)

I played the download version and was about to comment/review when I saw that there was a new version, so I played that too: The small but noticeable expansions and dialogue additions did improve the experience and I think the fire was easier to navigate in 2.0, especially in the upper portion of Screen 2 where the guy in the mask is running around. The added interaction with the fire and the gargoyles was intriguing and the suddenly-voiced NPC caught me off-guard! The game felt like a late-80s/early-90s kids' movie, in a good way, and I think the BGM added to that impression because it felt very 80s-- Again, in a good way! I'm looking forward to playing future versions. =)

Having finished the game and seen both endings (I'm assuming there are two), I enjoyed it! The setting isn't often seen, at least in Western games, which lent it a different flavor and atmosphere; the puzzles and fetch quests, while simple, made it more interesting and the simplicity is understandable considering how quickly the game was put together. Naoji was surprisingly empathetic (how he reacts to Wada at the end of the last conversation and how he reacts to the antagonist) and was surprisingly funny when he was lampshading puzzle conventions, i.e. using the Shovel to complete two different tasks! I also found the antagonist unexpectedly sympathetic and prefer the ending where you don't deal with her.

While it was short and straightforward and a couple jokes felt a little obtrusive (the virus/coronavirus references, while topical, felt out-of-place in the setting), I had fun and would look forward to playing future games from you, especially if you decide to continue the adventures of Naoji and the MC and/or elaborate on how the latter wound up in that jail. Good job and thanks for the game!

Don't worry about it, errors happen. I re-downloaded the game and I'm looking forward to finishing it!

Though it's clear that this is still a very early demo, I have to admit that I'm intrigued! The premise almost feels like those puzzle-based/clicker mobile games that often having renovating a house/garden as the goal, but with more of a simulation aspect; while it's still mostly theoretical, the demo succeeds in showing where it's going and I'm looking forward to see what an expanded library system will look like! The promise of getting to renovate and expand as you go, including buying new furnishings, is something I like the sound of, and the visual novel aspect promises more in-depth character interaction than most puzzle-heavy/sim-heavy/clicker games allow. Though only a few characters currently exist in the demo they already have personalities and I'm interested in learning more about this world, especially about Suda since her worship apparently features heavily in it.

I did notice that the MC is female only after you're asked to input your name because I used a male name and was subsequently referred to as female (first as a seamstress, then as a niece in the letter). There wasn't any indication that the MC is meant to be female until then so adding it to the gamepage summary or earlier in the prologue might make it more obvious. The game also refers to the MC by the default name before later asking for name input, which feels a little odd and might also benefit from reworking, but the demo does succeed in creating the beginnings of a strong atmosphere and similarly strong characters who I suspect will drive a lot of the game. Overall I enjoyed this brief, early foray into community-based library restoration and am looking forward to seeing more!

A fun and unexpectedly absorbing... game? Virtual 'pet?' Whatever it is, I like it! I'm still figuring out how stats interact with each other and am trying to shepherd a civilization into leaving the planet and becoming a space-faring people or doing something with their psychic powers, though I'm not sure if either is actually possible: I'm basing it on word-bubbles, specifically the one about colonizing the moon and the multiple ones that accompany the brains that appear on the planet. I've had a couple wars so far and several close calls re: animal extinction, but juggling these conditions is fun and kind of addictive. I also like the almost literal framing device of the satellite/spacecraft viewscreen and the recurring humor (ex. someone heard that god creates lasers, someone else demanding they make a laser couch) is always good for a chuckle.

I admit, I've also enjoyed bombarding the planet with meteors when I start getting frustrated by the little cyclopean peoples' inability to do what I want them to do, which makes me think I probably shouldn't be in charge of an actual planet. Anyway, great job!

Short but sweet, it tells its story in a streamlined and effective way. Though we don't get to spend a lot of time with the MC, what we see of her felt thoroughly likable and her struggles, seen through her memories, were eminently relatable. I suppose that may vary depending on the player's experiences, but for me it hit close to home and made the conclusion more powerful-- When we're on the verge of being overwhelmed, sometimes a little perspective can make all the difference.

The transition from VN to RPG was smooth and the actual 'boss fight' reminded me a little of Earthbound in the way that the mechanics worked, which served to reinforce the game's themes. The Disneyesque font was a little distracting on the loading screens, mostly because I associated it with Disney, but that's on me and so minor that it didn't affect my overall experience. I chuckled at the shift from "determined marching" to, potentially, "unenthusiastic limping" and while it was never made explicit who the voices our heroines encountered were, their identities are ultimately beside the point. I enjoyed my brief time with Memories of Belonging!

Thanks for the clarification! I've mostly continued giving reviews instead of leaving reviews in the comments because some of them had spoilers, but it's good to know that commenting works just as well.

This may be a dumb question with an obvious answer, but I want to be sure: Reviews are only seen by the game creator/s and can't be replied to, comments on a game page are public and can be replied to but don't count as reviews, right? I decided to go through a backlog of games I didn't rate/review but it only recently occurred to me that if I ask a question in a review (ex. about the plot) the creators don't seem to have any way to reply. On the other hand, leaving a review in the comments doesn't add an official review to the game's stats. Is there a general preference for a review over a game-page comment or site etiquette that prefers one over another? Does it make any difference?

Again, sorry if this is commonly known or should be obvious or if this is the wrong place to ask about it: I'm pretty new to actually participating with rating/reviewing here as opposed to just lurking and downloading.

Although extremely short, it's clear that effort and care went into this game; the menus and general aesthetic perfectly complement the story itself and the use of the 'bonus' features, which here are necessary to understand the context of the gameplay section, is particularly brilliant. It felt like a snapshot into a moment of a much larger story, the prologue to an epic that will play out beyond our field of view, and of course the tyrant created his own downfall-- Don't they always?

(It may make me heartless but, after reading all six possible afterwords, I favor the ones that result in the North Star. It seems more fitting and certainly makes for the better story.)

Although the events are clearly negative - I mean, nothing called the Purge is ever good - I ultimately chose to see it as a story of hope, karma rising from tragedy and all. Extremely short this might have been but I enjoyed my time with it nonetheless!

I'm enjoying the game so far, but I may have run into a bug that's keeping me from progressing. I exorcised the spirit of the mayor and tried to leave Mifune 2 to the east, but it's like I'm running into an invisible barrier and can't get past. It may or may not be related to a possible bug in the mayor's house: The puzzle with the three gates was already solved when I  entered that room, letting me just walk in and get the rope. I figured it wasn't supposed to do that so I went back to the room after running into the invisible barrier; the gates were in what I assume was their intended configuration so I solved the puzzle and went back outside, but there's still that invisible barricade. I got the talisman from the shrine and backtracked to Mifune 1, talking to everyone along the way, but that didn't help. Is this a bug or am I missing somethin?

I really enjoyed the demo, short as it was; it felt nostalgic in a somewhat undefinable but definitely positive way and really took me back to the JRPGs I played as a kid. I'm a fan of metahumor and metanarrative, the latter of which seems like it'll be forthcoming, and I'm looking forward to seeing Chapter 1 in its entirety!

No no, I appreciate it! I figured it was on hiatus but it's good to know that there's still plans to finish it someday; I'll be following the tumblr just in case. Thanks again for being so helpful!

I really enjoyed the demo and I'm looking forward to Part II; in a way, I consider myself fortunate for having found this game so recently as it means I didn't have to hold my breath over the cliffhanger! I'm not sure if it's worth leaving a mini-review on only half the game, especially since the full version is slated to be out soon... but I did jot down some notes while playing the demo so here are my two cents!

+ Art style is just so so so incredibly charming, plus I have a personal love for the teal/pink "digital" aesthetic.
+ Characters are engaging and endearing, I wanna bro it up with Zen!
+ Mrs Cardhover is so nice.
+ I like how Phoenix opened up a bit over time, like real people do, and how their status as "Basically the MC but better at life" doesn't mean they have to be a bad or irritating person to make the point.
+ The writing is pleasantly nuanced, as is the narrative; even 'proactive' choices don't have the MC instantly get their life together. They still get tired, have the urge to procrastinate etc, as getting one's life together is a stop-and-go thing rather than a single steady forward motion.
+ The argument with Joyce felt very real and I could see where both parties were coming from; it really felt like Joyce was trying to do the right thing for the MC.
+ The whole thing felt very real, AI aside: Life can be hard and it felt like the MC was dealing with low-key depression, especially the way that minor setbacks and self-sabotage crop up more often than huge traumas and complete meltdowns.
+ Having the MC do the responsible thing and improve in willpower/mood over time felt genuinely rewarding. I was so proud when they made it to the finals!
+ Fire Emblem and Kill La Kill posters

? Parts of the game are too real for me, man (DUDE). Being an adult is hard even when your life, compared to that of others, isn't suffering any unusual woes. The struggle is in fact real.
? Oh god I wish I had a Joyce sometimes but no, they're right, I'd probably use them to replace real people and that's no long-term solution.
? Too real guys, too real.

* I wanna see more of the Titan Watch Online guild!
* I'm gonna cry at some point in Part II, I know it

(2 edits)

I'm not sure if this project is still active and thus whether posting a comment is just me shouting into the void, but I (finally) played the demo and figured eh, why not?

+ The art is amazing, not just the character art but the backgrounds as well. I loved the spider lilies in the Blood God's... lair?
+ The humor is genuinely funny, including the more subtle bits like the literally-just-born MC not knowing anything about the butler cafe (or, indeed, social interaction) or the MC pitying Lucifine for living in a junkyard.
+ Non-humor writing is also really good, particularly in the descriptions of the MC gaining consciousness and of the town; I'm looking forward to seeing more of it since the demo was mostly humorous.
+ Characters are immediately distinct and spark interest in interacting with them more.
? Is the MC gender-neutral? I'm cool if that's the case, it's not necessary to specify male/female/etc especially considering the MC is a newly-formed... homunculus?
* At first I thought it was some kind of Warhammer 40K parody game and a part of me is still mildly disappointed that it isn't.
+ Lucifine best boy
* PUNCH HIM HARDER