I was surprised to learn that this is a collection of short stories rather than one big adventure like most adventure games are. There is a certain charm to bite size adventures, and the writing is certainly charming, but the game cannot leave a lasting impression.

Of course, comparison with milk series is unavoidable. This one is much more straight forward, and much lighter. There is no serious mental illness, no boundless isolation, just a student under the weight of her study, dealing with anxiety and exhaustion, something quite relatable to many of us. Indeed, it ends on a much more positive note, just like how most of us got it through.

2D puzzle platformer is not supposed to be this buggy. That aside, this is a nice little story seeped in Iñupiaq culture. I quite like the mini documentation that is unlocked throughout the playthrough. It's pretty cool that people actually keep fox as pet.

A fun little adventure game about theater and music. It has such a strong sense of expression and a total devoid of any hint of user-oriented design, that despite being a commercial product, it gives out the impression of a fan project. It is the obvious mistakes in the voice acting, the music recording that clearly didn't come from professional setup, and the story that goes off to which ever direction any moment it sees fit, that bring the game close to the player's heart. Crude yet intimate.

2018

Cute little action adventure game that clearly hankers back to classic 2D Zelda. Not a challenging game by any means, but the one minute (minit, huh) timer adds a little spice to it. It has a surprising amount of secrets and collectables to compensate fora less than one hour main quest. It got me feel directionless at times, but I guess that's the Zelda 1 experience this game aims at.

2019

The story has two intertwining threads: one about AI and ethics, and another about self realization. The former is about as lofty and familiar as the other three thousand works of art you have seen, but made slightly more relevant with recent develop in the field. The latter is undoubtedly originated from genuine personal experience as someone worked in tech in Seattle. I find the latter more intriguing. In a sense, Nora ending is probably the canon one, since that's the path the creator of this game chose: to be a musician and writer.

Evelyn has a lovely voice that is perfect for therapy. I especially love the way some lines are performed with a subtle chuckle held in. Everyone else also sounds causal, professional, or emotional in all the right way. Massive kudos to the voice actors and director.

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.