Took a comprehensive analyze piece for me to understand the game. I figured out a coupe of things, but the endings, allegedly, were about mental treatments that I have no knowledge of. This is an absolutely horrifying peek into the head of someone with mental illness, and one that sparks understanding and compassion.

I'd always like to think I'm somewhat familiar with eroge, but only recently did I discover the world of western Ren'Py VN. In my defense, the few times I encoutered one of these games, it looked like nothing more than "big dick go brrr". This game certainly is that, but the narrative is far more evolved than I expected. There's a plot that is genuinely interesting and characters whose charm extends beyond physical attributes. There are jokes that actually made me laugh, and scenes that are surprisingly moving. I'd say the porn to story ratio is still on the high end, but it has always been a fine line to walk for an eroge creator, especially for one who was making their maiden work and did not realize the full potential of their own storytelling ability.

Name another 2D side scroller where you move to the left side of the screen, you can't! It's a beautiful narrative adventure game with a heartwarming story, except when you choose not to. Oh yes, the game also has an evil route where you can play as the most nasty little girl imaginable.

The story is interesting enough to take me through the end, though it does come with its own bag of cliches. I swear if I ever see dead wife in a horror game again... It's a shame a large part of the story is just manuscript. Please, developers, don't make me read a novel in your game amid shooting and driving. I find the gunplay solid, if lacking in variety. Throughout the game you shoot at the same old enemies with the same old guns. The gameplay never carries itself as a reason to play the game, but it is not a reason not to either.

Brilliant puzzle game with a wholesome message. The amount of detail put into the grammar and word structure is just right. It does not overwhelm the player, but remains challenging enough to demand some level of creativity and perceptiveness. Beneath the puzzles, the game tells story about misunderstanding and prejudice, about communication and collaboration, a story as old as the Bible. Of course, it is too idealistic to assume all the world's problems can be solved by people simply sitting down and talking, but it is certainly better than not to.

It bears the mark of a studio learning its trade. After several attempts they finally landed on something worthwhile with Stella Glow, unfortunately they were not able to go further. As for this one, I can't find too many positive things to say except that it works. Story could've been less cliche, gameplay could benefit from more depth and balance, and some QoL features such being able to rotate map would improve the experience a lot. Competition was not as cut-throat as it is today, so after a game like this, the studio was still given a second chance. I suspect the artwork did some heavy lifting.

It has updated graphic, but it's still a dating sim from 1998. It came out at a time when visual novel was transitioning away from adventure game and stripping down the gameplay elements. You can see the visage of an old school dating sim in White Album when you have to choose where to go each day, but the outcome of the story is purely choice-based, you don't need to raise your charm point or study point like in Tokimemo.

Each character in this game is vulnerable and lonely, and they seek warmth from the protagonist one way or another. Some just want companionship, some want love, and some prefer something purely carnal. This is all standard dating sim stuff, but the late 90s Japan setting really adds to the atmosphere. The game captures an anxiety that permeated in the air, and imbues it into each character and makes them feel like real people living in that era, not just objects to obtain in a videogame.

It's a fighting game at its core, but with additional emphasis on utilizing space in true 3D environment, resource management, and RPG build. And it has a singleplayer mode way oversized for a fighting game, but just meaty enough for true Final Fantasy fans. Have you ever wondered "what would Cloud say when he meet Zidane"? Well, here's the fan service you need. No, I'm not saying the writing is actually good, but that's not important for fanfic, is it?

I still watch PvP matches of this game from time to time. How I wish SE port it to newer platforms, or better yet, give us a sequel. Only complaint I have is with the new assist system. They definitely didn't think it through when they created the Aerith assist. She and Exdeath sure make an abominable combo.

Thoroughly forgettable game both in terms of gameplay and story. Good thing is I don't remember anything egregious about it either. Perhaps it can be made better with an expanded second half that further fleshes out the world. But it's not like the game is short in its current form. Prolonging it could drag down the pacing.

Not much to say about the story without spoiling it. I'm just a complete sucker for this kind of story. The ending really got me. I love the strong sense of place in this game, made in Indonesia and set in Indonesia and feels, sounds and tastes Indonesia. The sprite work is top notch, with enough details for nuanced facial expressions. Gameplay is mostly just running around talking to people and light puzzle solving. If the narrative doesn't hold you attention, there's not much else in this game for you. I nitpick I have is the lack of a map. Six hours in I still got lost in the game.

Let me preface by saying I am by no means a veteran platformer player. In my unprofessional opinion, Wonder's new direction towards spectacles and exploration instead of traditional platforming challenge and depth makes the game more appealing to the wider audience. Wonder seeds don't offer much of a skill check, but they are just so unpredictable that it's always exciting to encounter a new one. The fresh new art direction greatly enhances the overall experience. Every level is a feast to the eye, full of amazing design, and there is a strong sense of place among each big area, adding coherence to the unpredictability. On the flip side, the nastiest tradition of platforming games: masquerading poor control as challenge still persists. Some of the badge challenges and secret levels are prime examples of this.

Overall good climbing mechanics that is surprisingly challenging. It's less about platforming action and more about solving routing puzzle, with a little stamina management in between. Jumping can be quite janky, often along weird direction. You can also get stuck on absolutely nothing, which is very frustrating. The story is about what you'd expect, a bit of environmentalism, but not overtly so. It tries to pile up emotion via cute mascot animal and melancholy music, if only I get a dime for every indie game that does that. You can learn some background story from manuscripts scattered around. I couldn't be bothered.

This game makes two things clear to me: 1. I hate meta. Allow me to be a snub like Yuri: this stuff is just trick, not literature. If you peak behind the curtain of magic trick just once (by having any programming experience), it cannot impress you anymore. The only time meta element worked for me was in Ever17, and that was a long time ago. 2. I like the usual visual novel trope: solving problems for beautiful girls and developing intimate bonds. There's a reason 90% of the visual novels can be boiled down to this, just like how 90% of the RPGs can be boiled down to hero saving the world. It's a classic story that stands the test of subversion despite this game's best effort.

Minor flaws cannot overshadow the brilliant simplicity of the design. The way the resource management gameplay weaves together with narrative and how they are presented by the UI are a true testament of the developer's creativity and vision. Repetitiveness does settle in after the initial wow, but if you are a lover of the nature, the youthful sense of discovery can carry you through. There is a mystery waiting for you to uncover on this watery planet. If you played enough indie games made by creators leaning left (which is basically all of them), you will know where the story is heading.