Isahella

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Information

  • How old am I:
  • 27
  • Ethnic:
  • Panamanian
  • Tint of my eyes:
  • I’ve got huge gray-blue eyes
  • My gender:
  • Girl
  • What is my hair:
  • Flaxen
  • Body type:
  • I'm quite chubby
  • What is my favourite drink:
  • Stout
  • Other hobbies:
  • Singing
  • Smoker:
  • No

About

The Beach Jam is starting June 1st and will last until the end of summer! Check out this contest as summer begins, you won't wanna miss it! The forum on CloudNovel is the central place to discuss your game projects!

Description

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To learn more or opt-out, read our Cookie Policy. Visual novels have long ventured to places that more mainstream games avoid. A genre-cum-medium of interactive stories that often feature static anime-influenced art, they also tend to be more diverse than more mainstream titles — including how they depict queer relationships. Even before programs like Twine democratized game devisual novels were more accessible to marginalized creators because they offered a lightweight process for development that allowed lone creators to put together a playable story.

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All they needed was the free RenPy engine and some art. But visual novels are also controversial; their unmistakably feminine mien both attracts and repels. In Uber-simulator and bisexual-lighting paragon Neo CabLina is the last human ride-share driver in Los Ojos, a city increasingly under the thumb of the Capra Corporation, whose driverless taxis dominate the streetscape.

This is a game about agonizing choices and limits, accurately capturing the grim, gamified realities that confront your Uber or Lyft driver in real life. Should you please this passenger by parking illegally or risk losing a precious star? Get gas or another pax aka passenger? As always, text is central, even in these arrestingly visual games.

Where do i get it?

The game excels by allowing you to find that hidden path toward humanity and equality between driver and passenger. Performative social justice activism versus the woman who wants you to lose your job. A pox on both their houses? Not quite. The way subtle truths are revealed about who we are behind our masks of consumerism here is masterful. It twists around you like a pop-up book. You click through text as in any visual novel, but the display carries you from scene to scene, a story literally unfolding and refolding around you like literary origami.

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Abraxa, a city bound by digital mortar, is under siege. The city-state becomes an island behind a great wall of fear. You play as Chloe, a neuro-hacker who just arrived back in her home city and is using her rare skills to help the rebels. The demo centers on a tense scene where a compatriot of yours uses a hacked ID to disguise himself as one of the corp soldiers in a bid to save the life of a local community leader being abused by the troops.

While he does all the talking, you do all the hacking, peering deep into the life of one of the marauding soldiers, uncovering bank statements, marital problems, and a personal history that ties him deeply to this area. The interplay between him, your friend, and the community leader is sublime.

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The point of the exercise is to find the right types of info your disguised friend can use to browbeat the fellow, while also inspiring the gathered crowd and the woman who le them. It feels like a delicate balance. The result rhymes hacking with psychology. The game twists almost lovingly around its art.

It embraces 2D and adds half a dimension in a way few visual novels ever do. The proscenium of the genre is that RenPy frame that contains each panel of interacting characters, set before a static background. This is a game that offers a new perspective on where visual novels have been. The stories they tell are united by themes of romance, drama, and, at least in the skilled hands of Georgina Bensley, alchemizing teenage theatrics into something deeply poignant for all ages. At the recent Seattle Indie Expo, we saw a new entrant in that grand tradition, and it made me smile.

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Admiralo Island Witches Club is quintessentially a visual in what might be called an academic style. It hits the core tropes: teenagers and high school drama, anime-influenced art, and static frames with click-through text. You play as a girl staying with her aunt on a secluded Pacific Northwest island for a year who then s a secret witchcraft club, and, of course, the supernatural is real in this version of our world.

Where does it run?

The minute demo, which introduced the core characters of this drama, felt as warm as a cozy hearth fire. The last stop before the afterlife? A cafe in a tram graveyard. The titular necrobarista is, as you might imagine, a necromancer who summons souls with the aid of her compatriots for a final reckoning — over coffee. But what makes this both visual and different from others in the genre? So many visual novels involve clicking through text that scrolls by in a box on the bottom of the screen.

A unique mechanic centralizes it even further.

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You can only gather a limited so, eventually, you have to make choices about which ones to keep. The particular assemblage shapes the direction of the story.

Combined with a starkly cinematic presentation, unique art style, and a blending of genres there are first-person scenes redolent of Fulbright offeringsit becomes trailblazing. In a curious way, the game expresses itself through limits. There are only so many keywords and only so many interactive objects your ghost can click before the scene advances. Each one also plays with text to emphasize its theme, like the way Necrobarista turns its collectible keywords into a pivotal mechanic that alters the experience of the game. Instead, it forces you to think about the text rather than just mindlessly proceed.

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These games might change your mind New, 9 comments. These games might change your mind. Linkedin Reddit Pocket Flipboard. Chance Agency Visual novels have long ventured to places that more mainstream games avoid.

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Dehlia

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Julieta

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Flore

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