Something a friend of mine says fairly frequently is that "style = substance," in an active effort appreciate the craftmanship behind developing a coherent presentational voice. This framework is not only correct, but very applicable when talking about RPGMaker Horror titles, the type of game Little Goody Two Shoes (LGTS) borrows heavily from in its design ethos. While not typically having the most riveting gameplay, games like these tend to excel in making a meaningful narrative out of a little. LGTS is no different, and it some ways it even exceeds many of its predecessors and contemporaries.

It is impossible to talk about this game without mentioning the art. You simply cannot do it-- and why the hell would you? The Shoujo anime aesthetic is unparalleled and stays charming from start to finish. It really does feel like you're playing an animated series, and I love when games manage to capture that vibe. While all of this is worth saying, Little Goody Two Shoes' pastiche is not as shallow as it might sound from these high but relatively blanket praises. The game fully understands how to capture the edgier side of the "shoujo" aesthetic and it continually used its fairy tale motifs in ways that impressed me. They drop the word "phantasmagoria" in this game's advertising (and achievements) and make the use of it count. When Elise shows up to the Ceramic Grove of Wheat halfway through the game, I knew I was playing something special.

The interactive elements of the game are also part of what makes LGTS' presentation so great in a multitude of different ways. Kieferberg truly is sold as this small, German town, and you the poor little peasant living within. There's some real community in the way the village is written... or lack thereof, when they start to fight over the potential mysticism causing them issues like the 1800s period piece LGTS is. Relatedly, I respect the hell out of the suspicion system. It may be far too inconsequential in a gameplay sense, but the very fact that you need to pick and choose what you say turns most conversations with folk into a phony hassle that put you in Elise's headspace. It only ever feels like you're not treated like an inconvenience when talking to your (hilariously gay) love interests.

The gameplay otherwise is decent, but where most of the problems lie. The parts of the daily management I have not mentioned aren't great-- playing minigames for food feels like busywork extremely quickly, and this time the narrative implications are not enough to save it. I get Elise doesn't enjoy it either, but I can only play Bomb Rally from Kirby: Nightmare in Dreamland so many times. I have no real issue with the dungeon design though. There's some faux RPGMaker jank in there, and I'm not saying it's even good, but like... it's (mostly) unobtrusive at worst and genuinely solid at best.

Those other problems I have are with the narrative. While very good, LGTS' is the type of story that loves to throw out 14 different plot threads and then resolve like, maybe 2 of them meaningfully. The way so many things are written as indirectly important "lore" to the main plot annoys me because the developers are not good at that type of writing. The last few hours of this game or so feel rushed in general and I found myself incredibly disappointed by how flaccid such an otherwise strong game ends. Multiple "that's it?" reactions were had.

Again, though, Little Goody Two Shoes is a testament to how difficult it is to create a work with standout presentation. Not only is it able to successfully achieve this, it flourishes doing so. A fine addition to the RPGMaker Horror canon, indeed.

Reviewed on Jan 02, 2024


1 Comment


3 months ago

this guy loves LGTS but yall dont know he LGBT