I recommend Dungeons and Distractions.
Kastel
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Had a lot of thoughts thinking about this game: https://cohost.org/highimpactsex/post/5640953-some-thoughts-on-i-w
Finished the game. Excellent stuff. https://cohost.org/highimpactsex/post/5198851-sylvie-rpg-is-pretty
I know very little about addiction besides fiction and several medical details, so my thoughts will always be half-baked. Nevertheless, I found this portrayal empathetic and the allegory of knight-monster-king drives the message home for me.
I’m also fond of how the text flickers like a burning lightbulb. Almost like, addiction is a boogeyman regardless of where you stand: for the narrator, it’s the monster that tempts them; for the king and anyone else, it’s the monster that scares people away. It feels like the only way to actually defeat the monster is to understand it, to shine an actual permanent light on it and give support to the knight besides the king (who would have other obligations to do).
I thought this title was really good and I hope more people play it.
I found this a difficult yet pleasing title to read in both English and Japanese. Both are different in interesting ways. This linguistic experiment is thought-provoking at the very least.
At the very end of the work, I thought the story was hard to follow but intentionally so. It reflects the fragmentation of identity, of language, and of life itself. I guess if broken memories are stitched together, one form it could’ve taken is this visual novel. Translating trauma is not an enviable task, but I think this captures a bit of what it’s like to live with one.
Anyone interested in stories exploring trauma should take a look at this game. You don’t have to love the game or the story in order to appreciate what this title is doing. There’s something lovely about figuring out what makes Ochitsubaki tick, even if everything doesn’t pan out for me. Trauma is always worth investigating and it’s likely the subject matter that requires the most experimental design anyway.
Thanks for making this game. It’s awesome.
Didn’t expect you to post a comment on this game :-)
That took me a while to write and edit because I got pretty nauseous. I think what I ended up works really well for what it is without sensationalizing what happened.
Definitely one of my proudest moments figuring this out, so thanks for playing the game :-)
You might be right about making games that are more “difficult to relate to”. I remember the feeling I had when I made my first game, Hanna: I just wanted to put something out that is hyper-specific and I don’t really care if people found it “relatable” or whatever because it exists.
I’ve always been interested in reading stories where empathy is a challenge. If one is able to embrace the most unlikable characters and see what connects with them, then it becomes more than Just A Work. Most of my favorite works, especially ones on Itch, are the stuff I’ve never experienced, but I realize that’s a real and visceral event. Finding myself in different shoes is discomforting, yet it’s so familiar at the same time. That’s what I find most exciting in writing a story.
This comment is honestly enlightening. I also share the “if the story is niche and people still connect to it, it’s awesome” feeling. Thanks for writing this as well as explaining what makes the story click for you :-)