TouhouEnjoyer
This really does feel like the "culmination" of Towelket in a sense, with pieces from every single game winding up here in this vast ocean, perhaps meant to represent timelines and possibilities. A chaotic mish-mash, like the series itself has imploded and only vague visual representations of the past remain, reflected in the hazy, “deja-vu” esque writing. I’m glad to see the series continue its weird guro-cute dichotomous style, and Towelket 4 generally represents a refreshing return to form after the rushed development of previous games. Moca and Koucha are very cute protagonists - their wholesome energy is to die for, the side characters are quite funny, and the story is wildly unpredictable, so it’s got a lot going for it as a Towelket experience. I think it’s overall one of the more fun entries, though I will say, it does drop off in the second half where it becomes more of a lore dump interspersed with excessively boring fights and copy-pasted assets, and the story just ended up creating more questions than answers anyway (with another lame ending too), but some of the imagery, spiritual philosophy, and returning iconography was…interesting to think about at least, though it’s hard to tell how much of it was planned to be intertwined from the very beginning. The theory that all the games take place in the same universe is much more plausible after Towelket 4, if nothing else. But personally, I don’t think any of the games really needed an explanation, so it was kind of lost on me. If you liked Towelket 3 and want something similar, but larger in scale, I’d recommend this one.
2005
2020
2009
2020
It's basically just a pop therapy session, and the gameplay, both combat and abstract storytelling, is underwhelming even for RPG Maker standards, but the true route is an amazingly presented & effective emotional experience well worth the price of admission. Mental health is represented in such a poignant and realistic manner, and the characters are all likable and fit into the dichotomy well. And even though the story can be sad at points, there are lots of cute, fun little takeaways from it, like how one of the most powerful abilities in the game is just breathing. The writing really can be concise when it wants to, and not when it decides to waste your time with dream world antics. And again, the presentation was fantastic, particularly in its animation quality and music, so for whatever little complaints I have, it culminates together so well I imagine that it's hard to come away from Omori empty-handed.
2004
A sprawling, long RPG Maker outing that hearkens to games like Tobira no Densetsu, and unique for its custom battle menus. Unfortunately, while I can admire the ambition, music, CGs, and kinda charming edgy 2000s anime writing, there are a number of things that really drag it down. There is entirely too much talking in this game for one, and the writing can be very repetitive. Boss fights are sometimes unfair, and grinding is pretty much a necessity (random encounters YAAAAAAAAAY). The lack of face sprites is odd, and takes a lot away from the experience, especially in a game with so much dialogue. While the CGs are cool, the actual game looks very "RPG Maker default" and the menus are fugly. And again, this game can take upwards of 100 hours to beat. I can't ever imagine finishing it.
It's amazing how many mechanics there are that you can't actually put into any practical use because this game's inputs are an unintuitive circus of dumbfuckery. At the same time, its unhinged nature can create laughs the likes of which are rarely seen in this genre. Couldn't believe my eyes when I found the seppuku command.
2012