It may be the top part here? It definitely confuses some things sometimes.
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I liked the TV show in here. It can be fun when games have extra things inside of them that aren't just the regular gameplay. I played this with a friend and we felt sorry for the main character and hoped at least one of the endings gave her something nice.
I've played a lot of racial justice bundle games at this point but WitchWay is one of my favorites, it's so clever setting up lots of different puzzles with the same set of mechanics, to the point I can understand if you don't feel there's really any more ground to be explored in this vein. Thanks for making such a charming time, I've recommended it to a few other people.
It's neat to see another game in the same genre as Wunderling! Not as much polish, but the different powerups were a good idea that added a lot of variety and new things to pay attention to. I did think the final level was way too long, though, past the point of what I was willing to play through again each time I missed a single fish if I was aiming for perfection in that level like every other. And the parallax speeds in the castle didn't seem to make sense. But mostly this was a rewarding and fairly unique experience.
I definitely didn't manage to get all the fastest times but I did ultimately beat everything, even if sometimes only by process of elimination. It's really impressive how many different challenges you could wring out such tiny boards and such a finite set of pieces. Nice work.
Trying to infuse rhythm-based gameplay into other genres is always such an exciting endeavor! The graphics probably needed some more detail to be this zoomed out, but there are some fun design ideas at work here.
I kind of wish the feet had shown up more? But it's so nice to have a game featuring such an underrepresented main character like this, and all the glowing lights looked great against the gloomier backgrounds.
This is great. The characters all feel so cleanly defined, yet distinct from the tropes we're all used to seeing in romance games. Their relationships are also welcome new territory, and the UI and other presentation elements are on board to make everything a good time.
How cute! The common-word nature of the magical girls' names sometimes made it hard to tell when they were being addressed, but in general this was a lovely little take on the subject with a good amount of interactivity and no unneeded darker elements.
This was an interesting departure from most multiroute VNs... we get accustomed to all routes ending just about as well as one another, plus maybe one True Ending which somehow fixes all the problems in all the others. This game is more complicated. I'm not genuinely sure how I feel about this particular execution but I enjoyed having a different experience than what I expected, to give me something to think about in future. Also, the grandpa scenes were a nice and touching thing to include.
This is quite ambitious! There were definitely moments where I couldn't figure out what to do, or tell whether something was meant to have happened or not, but I was engaged throughout and I bet this was a really interesting project to put together.
I don't have much to say that isn't obvious... this isn't stuff we see depicted very often as a society, in games or otherwise, so it's cool that this exists to broaden people's horizons. The muted, yet consistent color palette was enjoyable. No complaints really.
Ultimately I think I'm not on board with the models of romance this game had to offer. Three guys who ranged from disrespecting to actively disliking the heroine, and a fourth who was a young child she was in a position of power over. I made it to the end of one of the routes, which was very long, but there weren't enough chances for her to be happy without everyone tearing into her all the time as an easy target. I generally enjoyed the very round graphics with their faint gradients and shading, though.
I played this a few months back and remember thinking it was nice but not varied enough to keep my interest. There are an admirable number of options of board size, etc., but none of them make a huge difference to the core gameplay, which is what I didn't fully connect with. Also the controls took a little more work than I expected in some way. But the presentation and such is generally great, even if not for me personally.
The main impression I got from this game was of two storylines that never quite gelled. There was the larger plot of the missing programmer and the broken AI, and then also the main character met a bunch of friends, but all those friends completely disappeared from the later acts as the main plot wrapped itself up. Maybe I was supposed to pursue one of them exclusively and ignore all the rest, to get them to make more of an impact on the story, but they were all single-minded enough (and prone to ignoring the gravity of social situations in favor of repetitive banter) that they all wore on me eventually. Also there was a huge amount of setup for a subplot that seemed to wind up only being an excuse for a character to run off with some files so the main character could chase her down without learning any of the other details.
This was a baffling experience. I played with a friend, and there was a start to the story, and then we kept looking for an end to the story and there just didn't seem to be one. Entire conversations kept repeating themselves. Everything seemed off but without quite enough realization that we were positive it was intentional.
This is so nice to look at, to the point I wish more of the graphics would reappear in bigger levels instead of being all so single-use. Other than that, I don't know how to sugarcoat it: I really don't like stealth video games. I want to experience the joy of movement, not be punished for daring to move. I beat the game and all the challenging platforming rooms too, but mostly to keep seeing the pretty pictures. The autoscrolling vertical parts played okay though I thought.
This game wears its influences on its sleeve, but I like the artwork, and it's an interesting concept having such different combat styles for bosses vs. everything else. I had the same problem that's been reported where going full screen removed the UI, which made things a lot harder.
I think this was a charming idea and setting with maybe a bit of testing needed in terms of difficulty. Fighting teeth from inside a mouth was a standout moment, and the frog witch was also quite cool. The main gripes I remember having were the warp cats not restoring health--that would be faster warping to somewhere I could get health back, then warping to wherever I actually wanted to go--and not being able to hold down the fire key to attack repeatedly. The eventual presence of a charged attack wasn't enough to make that feel a worthwhile tradeoff for me. But I appreciated the interesting range of settings and all the cats.
I thought this was pretty cute and definitely had an MSX feel to it! There was a strong variety of enemy mechanics against such a simple player character, and there were other nice touches too, like the explicit warnings about not being able to explore an area yet (dark/landmines). My only real misgiving was with the fetch quest to get the item to fight the final boss with... if there'd been more of that thing in the game before then, I'd have been more likely to do that exploring on my own and find/remember that 4 gate. As it was, I'd gotten through the rest of the game by targeting one corner of the map after another, so that quest came out of nowhere and took a long time to figure out. But overall there were fun challenges and cute graphics, so thank you for making this.