Very neat game demo! I like the visual representation and I also like how well realised the main character's world and daily life feels. You really get across how entrenched she is in modern day internet subcultures (the stupid twink comic reference and the line about Dante's Inferno omorashi are pretty funny) in a way that felt very relatable in an "I'm in this picture and I don't entirely like it" kind of way. I've also spent entire days on the phone until it's 8pm. Generally I find games that look at 21st century isolation from gay and/or trans perspectives, and how that affects our relationships to technology, very interesting so I hope this gets continued.
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The opening was definitely deliberately frustrating. I've spent a lot of time in various discord and similar online communities (common my generation L I feel) and I wanted to try and capture the people who lurk in them seemingly because they have no where else to go, as opposed to because they really enjoy the thing the community is based around. Funnily enough I remember thinking while making this that maybe Millie acts a bit too cringe and I should rewrite this section, and then a situation pretty much exactly like this happened on a book series fan server almost verbatim and I was like "okay maybe she needs to act MORE emotionally volatile actually."
I haven't heard of that song but I will absolutely check it out. Media and escapism as something that has the potential to consume us is something I'm very interested in, especially when the deepness of a person's feelings is contrasted against the crappiness or juvenility of what they're obsessed with. I actually relate quite a lot to Millie's feelings abt her favourite moeslop, if a series established clear continuity with its royal family characters and then undermined that I too would never stop being pissed off.
I also think the idea of an advanced AI companion trying to understand why someone would willingly watch shitty PreCure knock offs that they don't even enjoy that much really, really funny.
I'm very glad that the main themes around agency, helplessness and how our experiences of gender and sexuality are shaped by those things came through and resonated!
This is an extremely ambitious game in terms of aesthetics and use of game engines. I'm genuinely so beyond impressed at how much was accomplished here and at how vividly these character's lives, their digital wasteland of pointless crap, is rendered. The multimedia approach of Decker screens, emails, handwritten dms, photos of real people, deepfried reddit screenshots, it all connects together to build a really tangible feeling world that becomes more emotionally resonant even as its component parts become more disparate and abstracted.
I guess it's fitting for a game that is told in a way that is often obtuse and unintuitive, switching from perspectives and narrators and forms of relaying information, that I'm not really sure how to begin untangling my strong emotional reaction without becoming completely incoherent.
If I had to summarise my feelings, I'd probably say that to me this game captures the feeling of coming across snuff or harrassment or bigotry online so vile it rewires your understanding of what humans are. What they are capable of. In a way that feels like a form of dark enlightenment, and there is something ugly yet seductive about that. A seduction that if indulged will consume you entirely.
This game makes you sit in that feeling of doom about progress, political scientific personal and spiritual, at the expense of others' suffering. There's this pervasive fear throughout that capitalism will render us all brutal extractors of any value we can get from others. Bodies, memories, religious ecstasy and the human soul itself, blood and hair and signifiers of personality, names and faces, nothing is too pure or good to be defiled for the sake of inane fleeting pleasure. Commodities to be used and discarded. Everything good devalued for the sake of producing more and more content, more product, more anti-meanings devoid of value.
There's many different threads to pull at with this story. The Javes are fascinating and the characters relationships to them are compelling as we explore what they can achieve via the Javes and what they can't. What it even means to be a Jave, how they differ from their human masters and how they don't. There's themes of abusive sexual relationships and SA, saviour complexes that fetishise the victim further, silicon valley and the human inability to stop building on each others bad ideas, and finally, how after the dust settles how we fail to learn anything. I can already feel myself itching to come back to this game and analyse different strands of its narrative and themes. It's so impressive how every character is able to have a thought provoking character arc that I could have written an equally long review just focusing on any of them. Even small parts of the worldbuilding like the reddit communities and Plum stuff could be analysed for ages in terms of their implications. I imagine my interpretation and feelings will probably change as I revisit this work and make more connections.
This game has immediately established itself as my current jam favourite. The minutia of niche internet communities based around tech, fetish porn, snuff, whatever, builds into this towering almost cosmic horror about how easily everything we are can be eroded. If a human being can be copied and pasted like a png then what sets up apart from our products and devices? Are we not also just things to be used? The way this game depicts sexualisation of the Javes specifically in terms of how their suffering is endlessly sexualised connected to a really painful part of myself and my past that was cathartic to see validated.
And yet throughout it all there's these moments where humanity and feeling seems to be restored to the characters. There's an occasional pinprick of hope that even a virtual body can feel warmth on its cybernetic skin. The biotechnological symbolism of wires in the game is really interesting. Like the internet itself they both connect people and shackle them, these experiences exist simultaneously in a feedback loop. A better world is two Javes kissing and maybe a better world is possible.
Come for the furry slime, stay for the really real depictions of suicidality trans people develop after being rejected.
I love how monstrosity is used as a way to explore gender and sexuality in this game. Luna undergoes a horrifying transformation in which she fulfils her unspoken shameful fantasies at the cost of her old life, body and past relationships. Having been transformed, she no longer exists in view of mainstream society but the life she thought had ended has in fact only just started. The use of slime as a symbol of transfemininity, its transformative power and beauty alongside its stigma, is really interesting. But despite how sad Luna's memories are it doesn't feel like tonal whiplash against how unabashedly horny and kinky this is. I really love how indulgent the kink content is, she doesn't just get turned into a slime via snuff vore, the slime has a big jiggly belly and becomes her Mom. Being able to balance a tone of everyday devastating transphobia alongside self indulgent fetish porn in a way that's poignant and sweet is a real skill!
In general the writing is really strong. Luna's internal monologue has a very clear voice that builds up her character really well, specifically with how her trauma and dissociation affect the way she thinks and talks about her life and herself. Getting to read her descriptions of digestion and the swaddling weightlessness of her pleasure is really great, because by that point you just want this girl to be as happy as she can be, even if its bittwersweet.
This was a fantastic introduction to these characters and I love the take on fantasy tropes and slime girls. Really hoping it gets continued!
I clicked on this because of the use of plush/multimedia aesthetics that always fascinate me, and this was a gut wrenching game.
I have immense respect for how unflinchingly the shame and unwanted physical responses and mental justifications for this type of abuse are depicted. I'm sure there's many people who will feel seen by the way that this is written.
The use of the game engine is also really unique and not something I've seen before, the first text change brought on a wave of sadness as you see Lamb try to rewrite her own emotional responses in real time to cope with what's happening to her. Oddly enough it made me appreciate games potential to depict experiences of violence in ways that other mediums can't. I hope the full VN that was planned is able to be completed, I care about this Lamb! T_T
I really enjoyed this! (spoilery thoughts post my first playthrough below)
The character writing in this is so excellent. The beginning scenes establish the uneasiness of Daizy and Anisia's dynamic via tiny details like Daizy putting up with Anisia's radio despite telling herself she'd turn it off if she knew it was making her uncomfortable, immediately setting up the themes of consent, manipulation and control as we question what the truth of their relationship is. There's a backdrop to their intimacy that feels cosy and lived in, but also cloying and isolated even in the scenes where everything seems normal or positive. It makes the gradual transition into scenes that are absolutely wrong feel uncanny, as we see how distorted Daizy's understanding of boundaries and her bodily autonomy has become. Whether they're having unpleasureable sex or eating a picnic, Daizy seems adrift in their relationship and the world at large. It becomes clear over the course of the story that Anisia isn't an anchor holding her steady, but a stone around her neck dragging her deeper and deeper into the red liquid.
The sense of dread is done really well throughout, and established long before anything supernatural happens. While I don't have psychosis I appreciated how the writing style tries to grapple with how to depict Daizy's thoughts, and values conveying her experience over making a frictionless reading experience for the viewer. The narrative fragmenting as Daizy's inner monologue and voices that may or may not be supernatural intrude on her understanding of the world more and more brings us into her perspective and shows the relentlessness of her condition, its constant onslaught against her mind. The way she overanalyses and explains herself away until there's nothing left is really sad. It makes the gradual encroaching of the red flowers genuinely terrifying as Daizy grapples with the possibility that her condition may be about to tear her stable life apart. It's almost a relief when the demon turns out to be real, at least for a little while.
And that demon. Oh boy. I've seen other comments analysing the thematic progression from previous games (the ocu - ophanmikei cinematic universe) and I definitely see what people are saying in the sense that themes established in WIILTT are explored here in a darker direction, particularly themes of caregiving and autonomy (with a dash of Honeydew's plant horror). What stuck out to me personally is how in WIILTT Aiyana's mother feels like this distant darkness in her past that Emma can see the effects of but not ever fully understand, though we occasionally get glimpses of what living under her thumb must have felt like. Here mother-daughter trauma is very much at the forefront and explored in some really intimate and frightening ways that feeds into the themes of flesh and the inability to run from what's in our blood. The gradual reveal of what happened to Daizy's mother (or what I interpret to have happened to her) via Daizy's own degradation into similar circumstances is horrifying yet somehow beautiful, as is the enmeshment that forms between Daizy and the creature. It's like the daughter's life is sacrificed to form an altar for her dead mother, who is ressurrected as a symbol of her abusive control via the figure of Mammillaria.
The line where the demon mocks Daizy and Anisia for having forgotten their roots and with that lost the ability to defend themselves from her is really interesting to me. It suggests a potentially alternative path of events where the characters are able to overcome the rot taking advantage of them by grappling with the traumatic legacies they have inherited rather than running from them. There's a kind of hopeful message in that. These girls who spent so much time believing their pasts were something to be hidden and frightened of could have in fact been saved by facing them head on. Food for thought! And I suspect that my interpretation and feelings will change as I sit with this one.
The artwork, music and presentation is also so slick and well made. Really thoughtful game that is able to cover a lot of emotional and thematic ground <3 Thank you for sharing!
I've thought about this game on an almost daily basis since playing it! It's incredibly beautiful and moving, it made me realise that the love of creating is worth it all. I get bogged down a lot in perfectionism and abandon projects easily, this reminded me that nothing needs to be perfect or permanent, artwork is your fingerprint on existence, it's the thing that contains your humanity even if its being taken away from you. The combination of sparse, evocative prose and goregous visuals tells this story so perfectly. Great use of the background made up of Akihito's face in that one scene.
I finally managed to play this game and its so awesome. It's always so pleasant and downright evil feeling when someone, to use a trite phrase, understands the assignment. Trespasser to me is what I imagine HAL from 2001 A Space Odyssey would say if he was a lesbian falling in love, it understands that machine love is about the pointed obsession that a being experiencing the world as data showers its object of affection in. The sensory descriptions of how these beings observe their human charges are so beautiful.
The presentation is absolutely amazing, especially when I compare it to what I tried to achieve with audio and visuals in my own rorojam game and how it's clear I've got a long way to go gamedev wise.
Good Game!
This is realy gut wrenching. The use of multimedia aesthetics is very effective at getting across how even the most awful cruelty becomes banal and manufactured day after day. The childlike voice in contrast to the detached clinical descriptions of her suffering is really effective, and yeah. some of these drawings will stick with me forever. I wish someone would get them some icecream.
This was really good, the use of images and music built an intense, uneasy atmosphere and I liked the use of choices to learn more about specific details, I think it really captured being in an overwhelmed state of mind where you try to focus on one thing at a time because the bigger picture is just too painful. I will definitely play the other parts when they are released.
Easily one of my favourites from this SJ. Its a great example of how interactive mediums have some really great potential for representing unique experiences in ways others mediums can't. I thought the play on system as referring to both a computer system and a DID system was really clever, and I love how this informed both the aesthetic approach and the writing approach, with the diff headmates presented as simultaneously running programs on the same hardware. My friend who has DID found this relateable, and I really appluad this creator for representing something that's often overlooked. Ppl with DID get a very bad rep in most media, and are simultaneously hypersexualised as evil monsters and desexualised as subjects of desire. I thought this was really excellent and important, and I hope the creator develops this more into a longer project!
Really interesting game! I think the concept and incorporation of hypno into body hopping was really ingenious, and the use of Twine and the writing style worked really well. It was a very well realised game. I'm akways impressed when people are able to manipulate Twine's default format into something really interesting, and the use fo blurred text here was very specific and well done.
I really enjoyed the artwork and the easy intimacy between the characters! I feel like previous familiarity with these characters lore and world would have been usefu;, but I enjoyed figuring things out.I also didnt realise you could have those rpg elements in renpy games! so that's a new thing to experiment with for future projects!
I really enjoyed this! I love the use of camera movement to make the feeling of being in a hostile battlefield really immediate, and the set up for this story, with an amnesiac pilot who knows that something is wrong, but who has no context, and a myssterious dom handler is really interesting. I'm curious to see what direction you will take this project in!




