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IamaMedalHunter

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A member registered Jan 15, 2019 · View creator page →

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  Maaaan I got hit by a softlock! I've spent 2 hours towards making a joke!
(been using the post-jam version)
  I can still cycle between the modes, i can still click help, I can still spawn a square piece of fabric, but leftclicking on fabric does neither move, cut, nor remove them at all.
  (The line of Cut tool still appears but confirming will not cut fabric. Though it will put it at the top layer like it does usually)

  I did cut fabric into *a lot* of tiny pieces (i felt like being precise) so it might be from the amount of onscreen pieces?
  I did leave the game open for a bit of a long time (i took a couple breaks and then fell asleep with the PC staying on, the game was open for around 12 hours in total), so it might be from me taking too long? A save feature would have been a lifesaver in that regard.

Other notes I took:
  There were times where after relocating a piece, pointing to nothing highlights a random unrelated piece of fabric I already placed. If i left-click with the Move tool on nothing, it teleports the highlighted piece to my cursor.
  A way to consolidate / assemble selected pieces into one would be wonderful.

  I didn't think I'd get that much into it. The whole manually cutting and assembling gimmick. (Should have known from the total freedom in making any shapes.)
  I can't show my work in full since I've been locked out of it, but I still have it open trying to click randomly and pray something unlocks...


If we're just slapping pieces of cloth onto Chimata, doesn't that mean they would all fall right off the moment she moves? LOL

  What I've seen is really impressive! The art is absolutely amazing! And I like the story so far.
  Speaking of, am I correct to assume it stops at the third cross-examination? I decided to bruteforce it after 15 minutes of "getting it wrong" (I was genuinely trying at first) and there's no way forward? If that's the case, at least tell the player where it stops in this jam version.

Other notes:

  A bug occured once, where in court Reimu's sprite stayed when the scene changed to Keine's stand.
  Skipping the text autotype registers that text twice in the History.
  First time I've seen Marisa call Rinnosuke as "Rinno". I usually see her calling him "Kourin". (nitpick)

Biblically Accurate Feline


The stealth mechanic is broken!

The enemies's field of vision just doesn't work in like 95% of its totality. You gotta be deliberately looking for the small spot where you can start getting spotted.
Where's the stealth aspect in being able to stand and even run inside a vision cone without even a single hint of a penalty?
I tried messing around in the vision cones with all the camos, and all that affected was the rate of being spotted, so I think the cone just doesn't detect the player right.

Goyouku Ibun vibes!

  Well, maybe not fully but it slightly felt like that to me! Attack button influenced by direction, and dash that allows going in all directions.
  The controls feel like they need a bit of polish though. The 2 attacks don't feel that different from eachother - it's also *only* 2 attacks but why do I feel like pressing Up or Down were supposed to have attacks too? When I do Up or Down + Attack, nothing comes out at all, which is mechanically inconvenient if I wanted to attack while I'm dashing upward or downward... 
By the way, dashing upwards forces Shinmy to face right for some reason... Kind of a bummer.

Regarding the art assets:

  I don't like this background. It's 3 contrasting and vivid colours (in different shades) and they clip into one another like a camo pattern. That high yet self-blending contrast makes it really hard to look at.
  Doesn't help that this background is of similar hues and saturation to the character sprites, overall it's harder to look at the video game than necessary.
  But the sprites have these Gouyoku Ibun-like animations, and the title screen has great flair. So at least the style is pleasing.

Nice concept.
To future players: you can aim your throw with up/down or W/S

It's good enough as a jam game.

Gannio already commented on the gameplay and balance, so I'll drop a thought about the music instead.

The composition is not amazing but not bad neither. The ZUN style is budding... 

I have no music composition nor actual music theory experience (just that I have experienced the soundtrack by playing the Touhou games over the years) but:
Consider using other instruments for the main melody for variation. ZUNpets are great for emotional and/or strong song segments, but overused or misused they're overpowering - which I feel is the case for your song.
Try also having a secondary instrument accompaniment that supports the ZUNpet main melody with a similar intensity, to balance out that overpower.
The chord progression also feels like the ZUNpet is always in a chorus/climax state, without lowering its intensity to a lower energy state. That stagnation in this climax state makes it seem like the ZUNpet is perpetually screaming rather than singing a song's strong, memorable point.

I can still advise you to maybe use several of ZUN's songs as case study.
More in particular I'm thinking of:
- "The Gensokyo the Gods Loved": The ZUNpet is used for verse, bridge, and chorus, so it's effectively more like a singing voice. A good song to study basic song progression for a single instrument.
- "Emotional Skyscraper ~ Cosmic Mind": The song starts strong with the ZUNpet but only for the explosive intro. It's follwed by a rather calm verse. Then the ZUNpet comes in again, it's the same as the intro but it's soon turned as a build up that grows in intensity and then becomes the chorus. Then at last the ZUNpet lets go with a resolution. The main thing here is that the ZUNpet "has its moments", it comes suddenly for impact, and it "says a temporary goodbye" for its next strong return.
- "Unlocated Hell": The song has 3 main instruments that take turns. It starts with the electric guitar and the piano, which play off eachother, -with call-and-response, then duet then countermelody. In the second third of the song, the song's structure is the same but the piano's taking a break, the ZUNpet's here instead!
The main takeaway in this case is how the 2 main instruments are completing and sometimes competing with eachother, as to balance eachother out.


Now, of course I'm not asking you to be the next ZUN, but to me it seemed like this original composition of yours is important so I think in-depth feedback on it is relevant. Besides, I already like how you already kinda got the composing style's basics down.

A bit hard to get into, but it's pretty good if you like visual novels and/or seeing Akyuu and Kosuzu's bond.

So right now, the balance is broken is a "how does this even play" way.

by an option not yet available, which probably makes reaching the good ending harder or maybe even impossible;
and also by the clock which doesn't force you into the next day, which funnily enough, will allow you to do as many actions within a day as you want.

I've seen endings 1, 2, and 3, which are bad endings and easy to get - and ending 5, which looks like a neutral ending. 
And I didn't unlock ending 4 yet. I have reasons to believe it's the good ending I mentioned earlier, so I won't be seeing it soon, which is a shame.

Also the game could use a skip button for dialogues, for new playthroughs.


I hope the game gets updated with the fixes and the option it needs, the writer poet vibe and the time management concept are actually good on paper. So I'll definitely play again once an update's out.

We need a revision. The concept's too cool to give up on it.
I've played 3 games, all ended on a frustrating defeat against consistently big bad odds.


*Notes I took about rulebook and gameplay:

- Say the objective, win and lose conditions at the start

- Absolutely use examples and/or pictures to demonstrate how-to-plays

- What do I do when I lose a column but it was protected by the token? The column doesn't count as cleared, right? But to start a column, there needs to be a card, right? Since I'm not supposed to lose a life, I'm not using a card from my lives, right?
  So does the column stiil exist and starts anew with no card? Or do I take a card from the deck to start the failed column (which is what I did)?

- What happens when you clear a column with the token? What do I do with the token?
This case doesn't get covered but I figured I transfer the token to another column of my choice?

- What does
"You can also decide to take on the cards of the column, however if the cards are below 19 or above 21 you’ll lose a life."
mean? 
  What do you mean by "taking on"? 
  I know that when you get a column's number from the die, you either add a card from the deck to it, or you reveal all the column's hidden cards. 
   But what is "taking on" - if it means "add a card from the deck AND reveal the column's hidden cards" wouldn't it be kinda pointless? Wouldn't players choose to reveal all the cards first before deciding to "take on the column?"

- (Mis)Usage of CAN: wording is important for a rulebook. As we all mostly know,  CAN allows actions to be made at one's own discretion. 
  I know I'm being nitpicky about a rulebook that tells me I can be flexible in how I interpret the rules, but a minimum of precision (as opposed to vagueness) IS needed for the basic rules to exist.
  Here's a snippet from the rulebook to show you:
    1 to 4:
    You can reveal the cards [...], or take one card from the deck [...]
    You can also decide to take on the cards of the column [...]

  By using solely CAN, it may seem like you can just skip all these and roll the die again until you get the number you want. That would be pointless as a game then, right?
  So if you want to be clear that one of these must be done, then state the possible actions like orders (or a recipe for cooking). In some cases you may also have use for the words MUST, HAVE TO, and EITHER.
  The way I would write the above snippet would be:

    1 to 4:
    Either:
    - reveal the cards [...],
    - take one card from the deck [...]
    - take on the cards of the column [...]

- Reaching the end of deck before winning or losing is possible, it happened to me. So what should happen there? Is it just the game stopping right there? Or do I reshuffle the discard pile into a deck?


* Notes about the "Balance":

- it gets very stupid at the last column remaining... 2 times out of 3 it'll just be piling up a card from the deck onto that last column, 
  Since the 3 other cleared columns now are treated like a 5 from the die, anything other than the column's number and the number 6 will just stack more and more cards on the column. As a reminder, I may uncover the column's cards only when rolling the column's number.
  So for each die throw, I have only 1/6 chance to actually do something about the last column, and 1/6 chance to use a bomb, which will be just useless most of the time because by then there'll be a very big chance there are too many cards stacked for the bomb to matter.
  And tokens and extra lives for the last column aren't too helpful, they're just a reroll for whether the column will be winnnable by luck or it spirals out of control by stacked 5's rolls again.
Yes, either there's too much bad luck involved , or we may need a (default) game mechanic that makes the endgame easier to win.


I play HRtP for breakfast and I can confirm it's not that hard to clear the last brick, even for average players. Like, come on.  ¯\_(ツ)_/¯

Shion would eat the rocks.

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Very punny. Also hot damn this game's presentation got personality!

TLDR: "Crafting" seems kinda useless despite of looking like a main gameplay mechanic. It's hard to tell what materials are in stock. But the game still plays and feels really good, and its presentation is fantastical.


- gameplay notes:

  There were a couple times where I couldn't talk with arriving customers if I was already in front of them when they arrived. (and they all happened to be otters). Stepping away then coming back works though.
  I get that the quota is shown in BIG to convey the objective, but I'd rather have an easier way to tell which materials II have at all times, without needing to scroll. Or better yet a full list of the materials with/as distinct icons, AND ordered by rarity instead of the messier "newest scavenged" first AND still see what materials are in shortage.
That's mostly what made it harder to manually craft, AND keep the inventory stocked.

- balance notes:

  So due to how the gameplay works, going to the crafting tables yourself is not very viable. 
I found that out very soon and went almost the entire game "just" bartering and keeping the inventory stocked (via Takane).
  Makes me wonder if intended or unforeseen consequences, but either way, crafting with your own hands feel useless, in the "why have the option" way
  Despite it all, I could still work my way around and fill the quotas with a couple retries. The progression curve of each day is actually pretty okay.

- other notes:

  The mechanics are simple in concept but have that bit of depth. The preparation screens are interesting enough too. So overall I had fun being a shop manager! 
  The bits of dialogue at the start of the days quenched that bit of fanwork worldbuilding I didn't notice I had. They contain a bit of unhingedness from the earlier Windows Touhou games, which I personally like a lot.

  My favorite part of the game is the handdrawn style which fully brings this home-cooked feeling, and the portraits look very good

The Yorigamis are running a LEGIT business?????

Love how chaotic juggling your components can become, especially when the consequences of physics come in inexpectedly.  Speaking of, the physics and the hit detection are top notch!

Doing fumbles and oopsies are kinda funny too, I can just imagine Joon's reaction whenever hats get ruined or even when I accidentally destroy crates

It's kinda funny that the containers's number also gets flipped with them too, adds to the chaos, even though it makes it harder to know how many's left. Man, it's hard to want to trade humor for QoL...

I would have liked if the current order was automatically delivered when the day ends, would definitely be a bit of relief.


Anyways, that's pretty good!
... wait, fairies have money?

Oh this is a great tower-based defense game entry, I love its style!

Regarding the balance, the enemy variation is limited to their max health, just I think it's fine for a jam entry.
There's dynamic music for when the stakes get high, I like this signal that says "it's time to lock in."

Game might not feel fully fleshed out, but the stage looks good, and the sprites are absolutely adorable!
The animations on the sprites are insanely good and charming. My favorite is the Aunn who shows she's going to break, there's so much charm and personality in it!
The presentation on the title screen is solid too. It looks fabulous and reflects well the vibe of the game!

Look at the Yuuka doll! She has a tinier Medicine doll! Look at them just chilling!Look look aaaaa

It's cool in concept and when it's slow at the start.

But yeah, quickly came to realize the optimal way to play is to mash the cycle and shoot keys. It's almost like a plottwist where the game that looked like a tactical survival game reveals itself to be a high-action shooter, it's kinda funny.

And  by the time the difficulty's high enough, it comes down to your endurance against the enemy spam.
It's not bad in itself for the game's short playtime, just not that interesting for the balance and gameplay loop.

Though, the presentation is neat, and Star's outfits and animations are great!

With the main concept of having to shoot down a boss's shields before hitting them, it's like a partial role swap of Space Invaders - interesting concept and execution!

It already gets rather hard to survive and to nail the bosses from as soon soon as level 4. 
The difficulty curve kinda works but obviously it's not too refined.

New games after game overs will accelerate the universe ROFL

Man I love cooking dubious elixirs. (Why did I spend that much time trying to optimize recipes lol)

Gameplay notes:
- The menus could stand to show up and go away faster.
- There's hard-to-read text, like the tutorial texts and the yellow "Aerus" over the yellow ingredient stickers
- LOTS of time is spent waiting in menus and during ingredient throwing - This gives a very slow pace to the game, in an uncomfortable way. If the slow feel is intended, it's going a bit overboard. Maybe allow player to navigate menus during ingredient throw?
- graphical bugs: unviewing the Satori Eye recipe causes its icon to overlap its neighbor to the left; and sometimes adding an ingredient right after another one (or maybe trying to add one during an ingredient throw??) gives it the previous one's graphic.

Balance notes:

- The ingredients' values may need some fine-tuning. 
Like, there's literally no ingredient with Aerus gain other than the basic ingredient lol
- Love how the ending requirements are tied to how familiar you are of the game
- Kinda roguelite, which keeps this short game fresh for longer! Nice.

The reaction faces of the customers are a cute touch
The convos are really fun to read.
Best ending got a laugh out of me! I was not ready for it!

Sweet. Finally I reach the ending and credits.
Thanks for the bugfix updates.

Like I said, this happens right before fighting Yukari.
Also I hadn't noticed the first time but there's another image that failed loading (but it still allowed to continue dialogue until the game tries to load the Yukari fight)


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So cool, thanks.

Been enjoying the game until I got right before the fight with Yukari.
The song did fail to load the one time before, but without locking the game.

But there, right before Yukari, it won't proceed.

(dunno if that's it, but it looks like a file format mismatch? The game tries to load a .ogg file, but inside the folders it's a .rpgmvo)



Laser!
Laser!!!

LASERRR!!!!

(Well. This part HAD to be addressed one day or another.)

Missile!
Missile!!!
MISSILEEE!!!!!!!

(Cool and short hardcore SHmUP like in the age of arcades. It's hard but very learnable and exciting at every second!)

INFINITE PRENETRATION!

Hmm... Is it ready yet?

SAVE FEATURE PLS, I can't go through all the days in just one sitting. I played only Day 1 fyi. I looked for a way to save but doesn't look like there's one.

Already mentioned below but yea it really needs a better tool selection system. Otherwise I think the gameplay elements and the gameplay loop are fine.

Give display priority to the flowers that are placed lower on the map?  I had dug and planted seeds from "bottom to top" and the result looks off.


The musical arranges are amazing, they could calm even a vengeful spirit. Love that they're mini-medleys too.

Hey people: *pulls out megaphone* USE THE DASH IT HAS  INVUL FRAMES

The game is simple and good, I think confirmed action gamers eat well with this one.
Just, can we minimalize or relocate the HUD so that the dekafumo doesn't provide camouflage to the last boss?

What I liked most about the game was how it explores what can happen when one side of a love triangle crumbles to dust. Which is a thing that I haven't seen pondered often.

The accident wasn't your fault.

"Let's give 'em something good to remember, this time."
Well, would be really wrong to say this is not memorable, indeed.
I am just amazed at the combination of the audio-visual presentation and the writing.

Especially the writing. It feels very researched, or knowledgeable, in Buddhism and Taoism theology -

while giving strong and nuanced characterization to the characters, even the non-main ones who appear briefly. That's how this reunion story feels so genuine.

Well, I am surprised, extremely so, that I enjoyed the read *that* much,

Nerdy talks from school teachers and students, and a very believable love-story, kept me going!
The way the world-building and the character-building was done in this few chapters, with no beat missed, is just masterful!

The soup of heart-warming.

  Only big thing about the gameplay is: you really they need to take it easy with the tutorials, no need for all the textual interruptions with back-to-back cooking. I think even just figuring out on the fly how to use the utensils is straight-forward enough, just need to say "Wash" or "Stir" in the corner and it'd be good.
  But yeah the cooking part is not bad.

  The art and sound direction is fantastic by the way, blows me away. Also how very sweet of Marisa to be so thoughtful in her cooking. Thoughts so powerful they may have cooked the dishes.

  Marisa, why do you always have that... skull-and-crossbone "seasoning" at your cooking table?

Most serene walking date in Gensokyo.

  Really neat for a 10-minute game. There isn't really anything of note other than the mouse controls work very well, feels superb to use.
  I did click outside of the game by accident a couple times though, even accidentally went to another page.

Anyway, the gap between the cute artstyle + endearing music and all the chaos that's being thrown at them, it's so damn funny! Reisen just can't catch a break in this Jam, can she?


Most serene walking date in Gensokyo.

  Game unexpectedly left a very big impression on me.

  The counselor PoV is such a great idea. Having the clients visit regularly and talking about their progress, really feels I have impact on them.

  Being allowed to freely roam feels really uh... "liberating"? It didn't have to be implemented, yet it's here. A whole 3D environment where you can look around and move (even if outside of the office is just halls to infinity - Which would win the Infinite Hotel prize: Eientei, or Chireiden?) It's kinda funny to see the walfas in the sober 3D environment, styles clashing will never not be funny.
  And the couple silly things in here are cool extras: spinning on the chair, the clock set to your system's clock, the radio, calling Remilia for RPS.

  Related to the environment is the sound design. Everything is ambient. The footsteps echoing, the clock ticks omnipresent, the loud clap of the book closing, the strident sounds of the telephone, the radio as the sole breaker of audible routine.
  Somehow that sets the mood of being stuck and alone forever in this big, cold palace, it's so uncanny yet so cool and kinda real? Can you tell these sounds easily entered my mind?

  And of course, the writing and character building - I did get to appreciate it greatly. Mostly the job going well enough, but also the mystery about why Satori is doing this in the first place
  Like I said, I can really feel that what I say has impact on the clients. Seeing them come back and telling about their progress.
  Also seeing the interactions with Remilia, and wondering about Satori's (apparently) conflicting feelings when she gets asked.
  And then there's the ending. It all lead up to this, the very first dialogue choice I had made. Simply incredible.

  Even though this kind of game isn't quite my style, I guess the foundations of the farming and the yuri parts were okay. It'll need lots of polishing.


  Let's see, the notes I made about the gameplay:

- "make walking around less boring": I guess that's because we're in placeholder world, so looking at the map isn't terribly interesting. Also maybe the main places of interest are too far apart or Youmu's walk speed is kinda slow. Or it could be a combination of either of these 3.

- "no use for some ingredients": I guess that's to show that more recipes are planned?

- "day-fixed dialogues": so I uh. "checked" the bed and accidentally skipped a day. Then talked to Yuyuko and she said something about how good Youmu's yesterday cooking was. Even though all I did was send her to bed lol. I guess you're going to implement checks later?

- "feed and forget": now that's a funny one. I know it's for demo purposes but just feeding someone and possibly skipping all their dialogue just sounds like the funniest start to "that's how I met her" (though it does take away from the believability of Youmu's bonding)
  I find it slightly odd that yuri(?) happens with just feeding and possibly skipping talking at all.  Also, feels like 3 in-game days is kinda short for sailing a ship? Especially when the (fixed) dialogues don't seem to show the bonds forming that fast?

- "Menus slightly impractical": I dunno about you but for me, the less I move my fingers between keys and mouse the better.

  Use Z to interact and arrows/WASD to move, but use the mouse for the menus. That means I have to move my WASD hand over ZX to interact, or lift my Arrows hand to the mouse to use the menus - it may not sound like much but ergonomics can make a huge difference in the game experience.
  I think you can easily remedy that by allowing interactions with Mouse Click and/or allowing the use of menus with Arrows + ZX (preferably both?). 
  (Though I guess it's this way because it's a demo done in a limited time)

- "The 'friendship goal' is slightly obscure, but not unguessable": I figured that the condition would be to increase the "friendship number" to 100. But some change in the dialogue, or a sign, would be great (if you DO want to let the player know they've achieved something)

- "The curry recipe can not be done at all for some reason.": Even with the necessary ingredients harvested, these ingredients ARE NOT in my inventory. So I can't make the curry. Sounds kinda alarming.


  Despite of the demo-like state and the useless ingredients, it's easy to see the vision of the game through the gameplay, what it wants to achieve. That's great!
I do hope that in future version, raising friendship level will involve more than just literally "feeding the ships".

  This game may be placeholder land. But the portraits and illustrations look amazing!
Also the song carries! It does carry the demo! Brings so much of the calm vibe.


Now I'm going back to admire these most geometric-looking crops I've ever seen.

May look underfitted on the cover but it's really fun in essence!

  The flight physics and stat upgrading are really cool!
I just feel like not all of the game's elements were used to their potential: for example: 
- the fairies are so rare and hard to deliberately hit that upgrading fairy-boosting feels like a waste of mana
- same for the durability stat: I saw a bullet(?) only once in my playthrough, and even then just like fairies, they're really easy to avoid

  The drawings may look QUALITY but I gotta commend the effort made for the upgrade icons, and the broom's flying trail, and Reimu's crashing animation. They're the definite extra that's needed!
  Now, for this kind of game, it would be superb if the background had features! How magical would it be to see Reimu fly at sub-sonic speeds in front of a starry sky?

  I managed to clear the game in 7 in-game days! (But surely one or more days can be cut?) 
Also my crowning moment is surely when I reached the distance goal after spending all the boost and free-falling almost vertically at terminal velocity. Simply amazing!

Magical Astronomy.

The concept is good, but it's not worked on and demonstrated enough. There's just little gameplay and like, there's only 7 couples spawning at all. 
Which is not enough customers to get enough money for the speed upgrade?? When there won't be any more customers spawning anyway?? Sounds poorly planned.

Also clicking makes the screen blue. Have to double click to get rid of the selection effect, which is annoying.

The game does have its small share of funnies though.
Like, I had 3 instances of SeijaXSagume at once. Oh goodness they're multiplying.
And also, delivering the opposite of Sagume's order. Of course Sagume will never have what she says she wants lol

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Mystia Izakaya-based fanfic!

A rough-looking handdrawn artstyle that almost starts looking like painted art. It's hard for me not to appreciate it!
The way the backgrounds and characters are drawn look pretty sober despite of the colourful designs, it's really intriguing.

There are enough typos, syntax and grammatical mistakes to break the immersion...
Still, the story is well structured and very real. I especially loved when Mystia and Byakuren had a serious talk and clearing misunderstandings, it feels very nice to see the talk unfold into appeasement .
abrupt novel end - what a snap to reality it was when on one frame we were at the magical moment, then on the next frame we're just on the flat, silent title screen lol

Also Kosuzu is big enough to say swears, so don't worry girls and guys.

Awesome short game! It's really amazing the whole jungle of traps Tewi has built *just* for Reisen.
It's hard but very fair, the obstacle course being learnable and the generous checkpoints are spot on.
I am ashamed to admit I was had by the last surprise. I didn't mind the encore though.

Also I clicked on your itch link by mistake and found the coolest thing of the day. Iif *this* doesn't scream "totally planned", then I don't know what is.


Loving how in the past the youkai are shown as spirits, really interesting that's how the Lake sees them.

I did figure it's something about this img folder.
Again, what I saw in there was these things named in the likes of
170 sin t�tulo_20250608035606.rpgmvp

I'm not sure. I did run a couple RPG maker games on my computer with no problem in the past. 
How do I check that it accepts the RPGMVP files?

Like, didn't get to any bit of gameplay at all, just a bit of introduction dialogue (still with only missing pictures that failed to load).

More specifically at one point it keeps trying to reload the same image after that intro. That's what the screenshot I sent is.

i can't handle this game well enough to see it to the end... It's the love and life things and how long it can be played, it's so grand to my mind. But it's great still.

- I'm not sure if the "rerolling" of cards is even intended. Almost all the time, when the background isn't shaded black and when there's an event card on screen, I can just click on the dialog window to show another card. At least I can say "I have control of my life" *laughing tracks*
- But I finally found the one part where the game hardlocks. No choice card showing up, all I could do was returning to main menu.


Hardlocked at the thought of getting a job? Very relatable! *laughing tracks*

- Also music didn't play for my first playthrough. Which lasted 70 minutes and I don't have much more energy to play the game to hear the tracks x.x

- Now for the praises I give:

Lots of writing! Lots of scenarios! The main plot is interesting too. The dramatic stories, the chance encounters, the life turns. So insightful it feels precious.
Art, just looks very good, with a soft-looking, almost traditional-media style.

This kind of game isn't quite my cup of tea but I'm sure many people who like novels will really like this one.


P.S.: (My favorite part was when you spawn as a youkai, and you don't call for the distant person, which makes you just die.)

Thanks for the reply, I had a surprisingly hard time to figure this out because right-click wasn't doing anything to the plug. It seems it was stuck really hard between the table and the wall, so I assumed it was not meant to be moved. Until I tried really hard to deliberately make it unstuck.