less gender, more Magic!

Asker Portrait
Idk if you've played night in the woods but if you did do you have any recommendations for games that are narratively or tonally similar?

Could do. Night in the Woods has a lot of thematic ground to cover, and the framework of “visual novel/walking sim hybrid that sometimes randomly turns into a puzzle-platformer” isn’t a particularly common one (I’m guessing because it’s very difficult to do well!), so these recs are necessarily going to be a bit scattershot – whether any of them will suit really depends on what exactly about NitW grabbed you.

  • Donut County - Okay, this one’s actually just a Katamari Damacy style puzzler, and its only overap with Night in the Woods is the tone of its writing. I’m throwing it in because it’s my experience that folks who loved NitW often really enjoy this one as well. Don’t expect a similar story!

  • Kentucky Route Zero - An episodic walking sim with a magical realist bent, this one’s rather bleaker in tone than NitW, but may scratch some of the same itches. Fair warning: the release schedule is very slow, and the final episode has yet to be published at the time of this posting.

  • Oxenfree - Basically, take the background supernatural horror elements of NitW and dial them up to eleven and you’ll have something in the neighbourhood of Oxenfree. The real-time dialogue mechanics are novel, but can be awkward if you’re slow up the uptake.

  • A Short Hike - A 3D platformer walking sim where you play as a bird trying to reach the top of a mountain in order to get a cell phone signal. Non-violent and with no particular failure states, the gameplay is a nice mix of casual exploration and dialogue-driven interaction.

  • Thimbleweed Park - An old-school point and click adventure game about a small-town murder mystery. You’re not going to find anything so heartfelt was NitW here, as most of the cast are objectively awful people, but the story touches on many of the same issues.

  • What Remains of Edith Finch - While labelled a walking sim, it’s really more a minigame collection, with each minigame framed as the last day in the life of a different member of the titular Finch family; as such, the story is a series of vignettes rather than a single connected narrative.

  • Where the Water Tastes Like Wine - Like Kentucky Route Zero, this one’s a semi-episodic road trip walking sim, here set during the Great Depression. Shares a lot of NitW’s narrative focus on how economic hardship affects everyday folks.

  • The World Next Door - This one shares the basic premise of an ambiguously late-teens/twentysomething outsider getting caught up in a small-town conspiracy, albeit in a much more openly fantastical setting. Sort of a cross between a visual novel and a match-three puzzler.

In terms of titles not yet released, you might also keep an eye on Afterparty, Eastward, Elk, Get In The Car, Loser!, Genesis Noir, Necrobarista, Neo Cab and Small Talk.

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Jun X Rainy

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gaming:

Indie Game Spotlight: The World Next Door

We’re back with another Tumblr fave this week for our Indie Game Spotlight. We’re talking The World Next Door. In this game, you play as Jun, a human trapped in a parallel universe full of magical beings. The gameplay is one part visual novel and one part puzzle-battles. Several Youtube commenters have described it as “Tumblr: The Game.”

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Who’s answering the Q’s and their role on the team?

Hi, I’m Corey Warning, and I’m the Director of The World Next Door. I dreamed up the original concept with my partner, Will Lewis, and character designer Lord Gris. I also did some of the writing, and was in charge of hiring people more talented than myself to make the game look, sound, and feel great.

Congratulations on the successful release of your game! How has your journey been from being nominated for awards to releasing a versus mode?

Thanks! I’m really proud of how it all came together. For most of the team, this was our first original game, and everyone worked really hard for the better part of 2 years to make it happen. With the Versus Mode update, the game is sort of in this “evergreen” state, so we’re mainly looking for opportunities around porting and localizing for different languages now.

Where did the idea behind The World Next Door originate?

The original concept was to make a “dungeon-crawling dating sim” - but our friends at Kitfox kinda beat us to it with Boyfriend Dungeon. During the early stages of development, the narrative shifted into something more of a coming-of-age story. You play as a character who is completely out of her element and needs to rely on a group of teenagers she just met in a life or death situation.

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How did anime and manga inspire The World Next Door?

Our publisher, VIZ Media, was involved with the project from the very beginning. We knew we wanted to create something that would resonate with their fans and the indie games crowd, as well. Being huge fans of anime, manga, and indie games, it was a fairly painless starting point. On top of series like My Hero Academia, we also took inspiration from games like Oxenfree, shows like Stranger Things, and even podcasts, like The Adventure Zone while creating The World Next Door.

The World Next Door combines gameplay elements such as visual novels, roleplay, and puzzle solving. What else can we expect from the game?

Many visual novel games let the player create their own character, so one challenge was figuring out how to create a game that would appeal to fans of the genre while having a set player character. We felt that having Jun, the game’s protagonist, wearing a mask would help players put themselves more in her role. It was also important to us to have players make lots of dialogue choices (for the big moments and little moments) so they always feel in control of Jun.

Figuring out how to contextualize puzzle battles into all of this was probably our biggest challenge. We started by looking at games like Tetris Attack and Puzzle League, but things quickly evolved from there into something that looks more like Match-3 Bomberman. At some point, the idea of creating matches that cast spells at enemies on the board came up, and that was the major turning point for combat. Everything really fell into place after that.

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The World Next Door is your latest project with VIZ Media but you have also collaborated with others on projects such as Hiveswap and Cartoon Network Game Jam. What has been your experience partnering with such great brands?

Before this project, Rose City Games was operating more as a support studio. We would partner with teams to help them get their games out the door, or work with a bigger company with less experience in the games space to make something really cool happen. We’ve been extremely fortunate to collaborate with so many talented people up to this point, and wouldn’t have been able to make The World Next Door without everything we learned along the way.

What kind of humanoid monsters can players expect to meet?

Demons, Beasts, Drakes, Spirits, and an ancient race known as Elders all reside in the parallel world of Emrys. In this world, Earth and Emrys have been connected by portals for as long as anyone can remember, so the twin worlds are just a part of daily society. They share technology, culture, and fashion, so there’s a familiarity to this magical realm. 


Ready to become Jun? You can find The World Next Door on the Nintendo Switch eShop, and for PC & Mac on Steam, GoG, Humble, and Itch.io.

ripossum:

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Partnership, unity, exchange, passion, energy 

REVERSED: self-love, break-ups, disharmony, distrust

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Oh lord my cat is supporting me

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sergle:

flower head girlssss!!

blueberryborderline:

reminder: relapse in recovery doesn’t mean all your progress is destroyed. you’ve taken so many steps forward and a relapse might take you a step back but you are strong enough to get back up again and persevere

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