Really enjoyed this one. It makes sense the game was inspired by Digseum: both games are short and relaxing.
Kastel
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The combat system and exploration made me laugh with joy. I enjoyed the friction introduced with only one save and vague instructions. Every inch of progression feels meaningfully earned.
I’m at the final leg of the game and I’m amused at this as a fan of the Romancing SaGa games. It captures the chaos and anxiety found in these games. I’ll just need a few more sessions to get through everything.
As always, your games are inspiring not just because it’s trying out different things but because I can feel the expression leaking through the limitations of the game engine. It’s wonderful.
Played through my first session of Glide as an explorer (10 Fame), and it was magical. I enjoyed creating my map and exploring the locations a lot. And it’s fun to see my character grow more versatile too. The gameplay loop is so unbelievably satisfying, and the places I explored felt like they were brimming with stories.
Highly recommended. I’m looking forward to playing another session, perhaps something longer. There’s so much I haven’t touched: I never tried out the settlement encounters, and I was surprised by how useful my one companion was. It could be fun to write up a story based on my play report someday too.
This feels like the modernization of the paranoid fiction you find in writers like Philip K. Dick. The alienation feels more immediate as it deals with subject matter that I’m familiar with (retro video games, identity issues). And the way the game ends is surprisingly thought-provoking.
It’s like a game about games and identity but with a heavy dose of Philip K. Dick. If any of this sounds interesting, definitely give it a try.
This was great. Idols with toxic yuri relationship dynamics? Count me in! Each scene also feels great since they have different, unique presentation elements that specify the mood and tone. I really liked the attention to detail.
But as much as I love the game, I think the game does suffer from some accessibility issues. I find the font choice for narration and dialog tough to read as this is a rather long game and I don’t find reading an all-caps font comfortable. It’s hard for me to parse letters and words after a certain point. The font size is also really small, and because the game uses specialized screen layouts, the usual scaling up font size found in Ren’Py’s accessibility window doesn’t work. Things just break, of course.
So, I ended up dealing with the default font size, and the game made me squint a bit too much. Which is a shame because I really love the aesthetic of the game, the characters’ relationship with each other and idols, and the many original assets to ground the game even more. I would love this game even more if the game was more readable for me.
This was still a good game, even if I admit it caused me some eyestrain. I would like more people to play this game if people can handle the small font size. It’s got a unique vibe that I really adore.
More people need to play this visual novel. I really liked the focus on the lab work setting, and the characters are interesting too. The ending is surprisingly understated too after everything that happened.
That said, I think the dotted backgrounds might be too extreme and the textbox could be a bit more opaque. The low contrast can be irritating on the eyes.
That said, impressive work. Good job!
What’s shown so far in Act 1 is impressive. There are animated backgrounds, a lot of CGs, and a very original interpretation of queer relationships. I wasn’t sure if I would jive with the cartoony visuals, but it ended up reinforcing the ideas surrounding the game.
The ending of the first act is quite smart. There’s one line about the “objects” that is so blunt about its messaging, but I really like how it condenses the dilemma into one easy to read sentence.
I’m looking forward to the full game. It’s really interesting so far! And I want to check your other games in the near future. Really good stuff.
The entire game feels like the end of a dream. The end was forced upon by corporations and nationstates, of course, but the messy relationships and the coping mechanisms that constituted the narrative structure of the story was what made the dream-like elements of reading about this island town so real and nostalgic to me.
It reminded me of (though not entirely) Mark Jenkins’s Bait and Enys Men, movies about Cornwall and how England is taking over the region slowly. While village life may not be great in these works (including this game), it’s still a valid lifestyle and there’s a bit of loss and anger when this is paved over for some stupid oil company.
A beautiful, poetic game about a complicated loss. Highly recommended.
What a game. I knew I was gonna get something pretty good since I liked your previous title exploring some interesting themes, but this one explores themes that feel more relevant to me. The two protagonists are really compelling characters, and the art is just awesome.
Gonna follow your work for real now. This was unbelievably good.


















