Very visually interesting. I found the art superb and stunning. Traces of Disco Elysium are plunged into an apocalyptic dark fantasy Warhammer hell of a barren Dark Souls battlefield. I enjoyed the fantastical worldbuilding and supplying of the danger elements of this place, even though I felt like I wasn't supposed to understand exactly everything about them. I enjoyed the writing of this strange and otherworldly scenario but though again, the fantastic visuals in this fun presentation format were the MVP to me. Nice work!
isahime
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Masterful, once again, in the realm of presenting a narrative through a visual lens—through a multimedia complex within the confines of a game engine. The writing here is really sublime and intelligent, just as I found in 10MT, and I am once again happily behest to designs of cute girls interlaced uniquely throughout the lifestream of this thing. The soundtrack too was great, atmospherically adaptive to the highs and lows of the tenseness between the girls—and I always appreciate a little acid bass.
The combination of technology and story in your games, though I've only played 2, is something I admire greatly and I wonder how you two manage to bang your heads together in the creation of such a cohesive and intentional experience. The aesthetic is handcrafted and beyond pleasant and firmly lauds itself as cinema. Great work!
An extrachronological prognosticator voyeur tolerance-liberation demon goads bug women into yuri. But, surely, it'd be obvious to anyone that going against the advice of such a being would make the yuri malleably toxic.
This was really fun. I quite liked this one and found the writing to be enjoyable, and I really liked the concept and the presentation of the narrative through Crocus' thoughts and chronoscience. >100 illustrations is crazy though, the sprites being so lively was so fun. The character designs and natural embodiment of all the characters being bugs is enjoyable too. Cute cutes. ...spoilers ahead...
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I truly did not see the ending coming, and while the very very last segment (Crocus advising reader) felt a bit rushed and anticlimactic, I enjoyed this ride throughout the whole read. I like chimeras (as I assume Chimeracor does) and liked the Penny-Crocus combo creature. This was a really fun idea and concept and you all did great—the dialogue style in tune with the age-appropriate music made this atmosphere feel really natural... and I just like bug girls. Great work!
When I first waded down the middle sea in 2023 with a bowl of not-kitten milk—maybe I didn't realize it at the time, but, I had come across something special. As time and friendship compounded, I came into the realization. Katey, you are a unique and masterful author and artist, and even within just the years I've known you, you've cemented a legacy that one can be proud of. I am proud of you, if that means anything at all.
This is a wonder. I don't know if I can call it a technical wonder, because your expertise in something like this absolutely dwarfs me, but this feels like a technical wonder. When you told me about your idea to implement this technology into a game, I thought "ooh that's cool—" but I had no idea how it would really feel or work implemented. The vision and skill that rendered this recursion whole and operable is beyond admirable. I am thankful for you, if that means anything at all.
I don't even know what to call this. I guess this is a game, and a visual novel—but it's absolutely not. This is multimedia, absolutely. You packed 5 visual novels plus other writing into this recursion, which I guess is the best word to use for it, as I take it from the custom noun. This is a work with the soul of an ARG. This is, if I may invoke the name of something that shouldn't be, a remedy story that invokes its cancer (borrowing Neti's tongue), an anti-Nevermind story that draws that force into its width only to build a bounding box meant to expel it. I am lucky for you, if that means anything at all.
Eileen and Augustina opened Kaschei, provoking a thought like "so what's this going for? a bit campy dialogue—reads intentionally amateurish and blunt—what's this setting up to?" Then, I gained access to a PC—the idea that you told me realized—and then I was taken into acrylic horizon, what feels like the central magnet for all these stories.
The story of acrylic horizon, at first esoteric and obfuscated but accessibility interesting, began unfolding with Foto's wonderful ambience and house-like music. The moody sounds and thoughtful atmosphere accompanied with the radically different visual style, like this really was an in-world VN plucked from the narrative and given to me, made the plunge into the Caretaker's journey (which, upon unlocking more of the story, bitterly revealed why Myra found this VN so appealing) as smooth as aloe on skin. The vibe of the world, which felt like a combination of Haibane Renmei and Gensokyo's incident in TH13 Ten Desires, felt like a cascading mystery on my plate, just as you might lift up a winter blanket and find it's layers of duvet and blanket underneath.
Myra's expression through her untitled work, given the PoLP foundation via twin story, felt bittersweet as she explored this fantastical representation of her ideal self and life. As the tides changed through the underworld (speaking of underworlds, I loved the music here), and twins parted in the womb, the bittersweet fantasy became haunting, like one of Beatrice's outbursts—
—which stems from the all too realistic twin story. What can I even say about that? I think it would be too on the nose or too uncouth to say something directly. Just know that this resonated with me personally, just as the experience of playing Paper-Girl-Chain helped me reach that final puzzle piece that clicked in to say "yeah, you have BPD. that explains it all. think about it again."
Like a permutation to a chessboard, you took the visage of a mirror and shattered it into thousands of pieces... and in all these characters, I see connected shards—these are all the same characters, delved differently at intersections and junctions, all representative of one greater piece of connected glass—one narrative wholeness that maybe can't be repaired.
I could say more, but I think I've said enough to communicate that I think this is truly amazing, you two. Sorry, Foto, I cannot speak for you as much as I can for Katey, but I know you were crucial to the world and experience that was made here and I salute your efforts and skill. "reconciliation b" still shuffles on for me sometimes. To Katey: This is a masterwork. Thank you for this. I love you, if that means anything at all.
Quite good! Really cute and funny, then unexpectedly melancholic and bitter, then bittersweet. I guess I'm just a sucker for fabled, prophetic stories like this. The presentation is really good too, very bouncy and alive, responsive and intentional. Good work!!
if i had a nickel for every tyvnj2 entry with two antithetical magical talking swords and the mention of a slaying of a hydra, i'd have 10 cents, which isn't a lot, but—
This is beautiful. The presentation and art direction here is so purposeful and filled with a togetherness that I can't help but stare wide-eyed at it. This is also the most inventive use of RPGMaker I've seen for a visual novel. I really appreciate a lot of what it does and goes for. The aesthetic crafted here is masterful and it doesn't stray from the feeling it creates whatsoever.
Given the inventiveness, though, unfortunately comes jank—mousing out of the window at any point will mess up the cursor, which can't be fixed until you find an interactable thing, which can be difficult to find outside of screens with the save point. Some of the interactions really are difficult to find and I got stuck for multiple minutes on multiple screens trying to find the tiny hitbox to progress (I nearly quit at the second surgery scene. I knew I had to find the interaction in the stitches, and yet it took me so long to do so) The progression of them didn't make sense at a lot of points and they were so tiny or obscured by some scenic factor that I'd resort to quickly scanning my mouse across the window and rapidly clicking. If this is still in development or liable to receive an update, I think adding a bigger clickbox to all the interactions or some active (moving/flashing/etc) visual indicator would make this game like 20x better for me. Getting stuck so often took a lot of the steam out of the cinematic presentation and indulgence into the narrative for me.
With that said, this is one of my favorite entries so far because of again just how gorgeous it is. I respect this artistically and technically and love how it feels. I will probably check out some of your other work, and definitely be on the lookout for things by you in the future.
You already know how i feel about it but im leaving a comment so people know this thang is good and feel inclined to play it Cuz they should!! Well written with beautiful visuals to accompany the prose. Really hot too. the size difference is so 🔥 This is already awesome so i cant imagine how great its gonna be once updated
It seems everyone else has already said it, but the atmosphere is great. Helplessly dreary. Enjoyed this one, felt like I was being guided across the river—guidance gives a certain comfort but neither the journey nor the river are necessarily gentle. Mysterious, comforting in its melancholy. I liked it!





