This was so awesome!! The art is super dope, and I’m very intrigued by whatever’s going on.
Ghost
Recent community posts
First off, let me just say I adore your games and your artwork. It’s truly some of the best I’ve seen on itch.io, but I have to agree with a few of the comments that this one ends a bit too abruptly. I’m all for ambiguous endings, but there could’ve been a bit more to chew on, even if it’s just June’s final thoughts as she deals with whatever decision she made.
I just wanted a bit more, not necessarily an explanation about what’s happening (there’s enough narrative breadcrumbs that implicates some otherworldly entity in the ocean calling people into the water, at least that’s what I gathered), but moreso an elaboration on how the situation impacts June and how that ties into the game’s themes. Elevator Hitch for example did a great job nailing its ending while still leaving the machinations of its world mostly unexplained and its themes open-ended.
I’m also unsure how to feel about the central theme itself. Assuming it really is allegorical to the nature of friend groups, and learning to cut off toxic and self-destructive friends instead of letting them drag you down with them (based on June’s conversation with Ryan on Sunday night), it’s hard to reconcile the fact that their toxic attitudes felt more a result of the “curse” rather than their own free will.
Where we were meant to view June’s friends as toxic even before anything started happening? In which case the message doesn’t fully land as (imo) there wasn’t really anything separating June and Ryan from the other three, other than the fact that they weren’t affected by the “entity”. Or if this was meant to be a regular, perfectly healthy friend group that only soured as a result of the “curse”, then the decision to cut them off doesn’t quite feel earned. I think some additional character development could’ve helped make the game’s greater point more clear.
Still, the artwork was gorgeous as always, the vibes were immaculate, and this was some of the best use of tension and mystery in an Investigrave game yet. I just found out about Jackpot Crash Course and I can’t wait to play that too!
I’m a few months late but the update was awesome! I lost my save file and had to play through the entire game all over again, but was still glued to my screen the entire time. As for the new content, the writing, music choices, atmosphere, and tension were superb as always, and the cliffhanger had me dyingggg. Definitely one of the most tense and gripping stories I’ve read on itch. Dana is shaping up to be my favorite character, but I think the entire cast is well-developed with both good and bad qualities.
This was awesome! The writing and atmosphere were excellent, I’m in love with the artwork and the story is super intriguing to boot. I was expecting the first scene with Leo and Wolf in the woods to go a certain direction and the game already flipped my expectations on its head there, I’m looking forward to unravelling the rest of the story!
This was a really cool game! I really enjoyed the pixel-y art style and music choices (especially in the credits), and the story always kept me guessing. I loved the relationship between the two main characters as well, the final scene in Ending D (which I interpret as the “true” ending) was really heartwarming :’)
One small thing though, whenever you try to progress through the game without completing certain objectives (e.g. if you don’t read the large book in the library a second time before going to the elevator, or if you don’t disable the controls in the CCTV room before the final confrontation) it allows you to go through the door and leads to a black screen with no way to progress further.
I’m a sucker for death game stories and this one seems very promising so far! Although I was expecting it, the stomach drop at the end when you find out the stakes are higher than anyone thought was really cool. I’d say Massimo, Ashley & Ashleigh (loved the FD3 reference), Sabrina and Cherry were my favorite characters so far!
One small nitpick I had is that the rehab center puzzle seems impossible to solve without previous knowledge of the hospital emergency color system (e.g. orange = hazardous spill, etc.) I feel like an escape room should have that sort of information within the room itself, and I would’ve preferred the alarm codes be listed in a note/book/clue somewhere so the characters could find the solution themselves rather than needing Richard to know that specific, vital piece of info.
Otherwise I’m excited to play more!
This was SO cute! The artwork is absolutely gorgeous and I really loved the cozy, relaxing, lofi-ish nostalgic summer vibes. I enjoyed learning more about rural Japanese culture and architecture too!
As adorable as the friendship/romance endings are, the neutral ending really resonates with me too. Especially the ending line “to exist in a space of nostalgia, to remain as just a fond summer memory.” Perfectly bittersweet.
This game was such a pleasant surprise! I wasn’t sure what to expect when I saw it was a canceled project, but this ended up being a really involved, creative, entertaining and well-thought out experience that I had a lot of fun with! I love how each new city brought a new spin/twist to the game’s worldbuilding, I especially had fun with Salisbury Town and Pardean Town. The AP system took some getting used to but that never really hampered the gameplay, and despite the default RPG Maker graphics I still really enjoyed the characters and exploring the world. The writing was always sharp and funny too, I enjoyed how it flipped between absurd and serious, and how it often lampooned RPG tropes.
It’s a shame the game won’t be completed but I’m glad we got the rest of the story outline in the dev notes. And the epilogue sounds like it would’ve been a really nice way to wrap up the story.