
An exploration game set in a surreal dreamscape full of projections. Piece together past recollections and elusive memories. Make a choice as the reality and dreamed world begins to blur...
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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I played this game for about an hour. the game is beautiful wit a interesting drawn art design, but the lose+love=gore puzzle stopped me from continuing and I really could not figure out this to same my life. I have to smooth of a brain for this. If the developer reads this and wants to give me the answer I would really appreciate it. I like this game a lot and see there is a lot of potential in it, but I really do suck at math lmao!
I finished the game ! I got the end « Lonely together » I loved it. I was in another world, a sad world unfortunately. There should be more games like it (playable on mac if that’s possible). I want to thank the game’s creator ujumiru, what an magnificent game with a lot of emotions (I don’t know if my english is understandable XD) (/!\ SPOILER /!\) The graphics are made with felt pen. It goes well with the theme of doodling, what children do and precisely Ami, who does not want to "become an adult". I got very attached to the characters, they are very sensitive.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 28 reviews with recorded playtime.
Ami's room is a traditional RPGMaker game that tells the story of a boy, his sister, and his friend. It dabbles in the concepts and mental illnesses like schizophrenia, depression, anxiety, and impostor syndrome. (And maybe a hint of DID.) It's a very short game. You can get through it in less than four hours if you have a knack for puzzles, faster if you focus on the story and use the official walkthrough for puzzles (which I personally had no trouble using). It has an amazing visual style for both the pixel art and the dialogue portraits/digital pieces such as the background and whatnot, and the music/ambient music sets the tone and better helps to elicit the feelings it wants you to feel in the respective sections. It's definitely in my top 10 as far as eerie, empty sounding soundtracks go for the longer, more dreary parts. The game takes heavy inspiration from Yume Nikki, that or it's just coincidentally very similar. Where this game and Yume Nikki part is Ami's Room has an actual cohesive storyline while also being a decent amount of a walking simulator, whereas with YK there's just no payoff at all. I would wager that there isn't a lot of payoff to Ami's Room either, with mistakes or confusing gameplay mechanics ringing hollow and leaving you feeling dissatisfied at having to reload your save, being frustrated that you didn't save before a point where the game kills you (which, in a few instances, you have no way of knowing) and leaving players confused, sometimes baffled at what to do. Without spoiling anything, an elaborate math puzzle and one with vestigial locations that you don't have to explore come to mind. You'll be presented with a door that you can step into—or not. There's a random chance for it to lead to one room, another, a third, or simply say "it won't open" when you wander into it. Let's say you get in the first time. Great! You can wander around for a bit. You go back out, and suddenly can't go back in. This says to you that you should look elsewhere, and you do: to no avail. One of the random chance rooms has story-critical content in it if you want to progress the game. Worse off, you can get the same result multiple times in a row. I believe the most times I had to interact with a door to get in was about eight. If it's locked on the first interaction, you think to look for a key, especially if you've found one in the other segments. You'll never find one. [b]Spoilers from hereon.[/b] In regards to being symbolic, there was a lot that I had trouble resonating with. Ami suffers from paranoia and schizophrenia and otherwise has the mind of a child. When you play as her in game, the world looks like one big drawing, with the recurring "enemies" or "bad people" that "won't leave Ami alone" being children's depictions of devils or demons. I like this on the one hand, it shows that Ami is very developmentally stunted or never received the proper care to be rid of such a thing, and that she has regressed so heavily that she can't help but see the world in this childish, almost evil delusion. On the other hand, this is incredibly on the nose. Subtlety is not this game's forte, but that isn't necessarily a bad thing. What makes the blatant story cues bad in my opinion is how much time you have in between, how little direction you get, how confusing it all is just to get from point A to B even in the more straightforward scenes. Each of the endings don't feel particularly satisfying, each of them feeling vacant or even meaningless. They don't fill you with emotion or suddenly have everything make sense—it's one big "what just happened?" Followed by: "Why not anything else?" It raises questions that have no answers without a serious dive into what makes the game what it is, and even then the ones you get don't make very much sense or seem hardly relevant. Ami (Pierre's sibling) died, Pierre is reeling from the trauma, Willow is his friend trying to comfort him. Where in each of the endings is all of this elaborated upon? Why do we need to feel sad about Ami? For Pierre? What about Willow? We get very small, insignificant chunks after another that don't better help us to attach to the characters, and the randomness about everything (as each scenario is a "dream" you have a random chance to start each time you go to bed as Pierre) doesn't lend us any assistance in that respect. It all feels transitory and of little value. At the same time, it isn't completely unsatisfactory. In a way, all of this works to create and interesting way to perceive all of it, maybe even how it's supposed to be received: confusing, constantly changing, and empty, because that's (in essence) the storyline we see here. The closure we get from the endings is only accomplished after finally figuring out what made us confused in the first place (the puzzles etc.) and it draws a parallel between the player and Pierre in this instance, how not understanding any of this leads to the same problem of constantly dreaming and refusing to leave your room, shutting down socially and mentally until an answer finally appears. Overall, I feel like Ami's Room could have used more love and careful detailing on its gameplay and story. A slightly less non-sequential take a la Hello Charlotte would be a great start; introduce us to Ami (or Pierre's perception of her) and Willow (ditto), have there be sudden blank spots that leave us wondering what's going on, short moments in the real world where Pierre looks at the door, reaches out for the knob, and then decides to go back to sleep. Or do the opposite, start with complete nonsense, but work our way up to the understanding, just as we did with the puzzles. Making everything random and just as equally confusing ruins the much-needed buildup and suspense and satisfaction we get from the end of it all, which is great if that's your intention, but I'm unsure if that was the developer's goal behind all of this. Overall, I recommend Ami's Room. I don't think it should be free, but I don't think it should be super expensive, either. I look forward to trying ujumiru's other games (Cage of Etha, The Doll's Window, and eventually buying May Angels Fall Down) to see how they've improved or how their other plotlines differ. I really, really cannot overstate the art style and sound design again, they are really, really damn good.
У меня всего один вопрос: авторы игры сами рисовали структуру игры или попросили ребенка это сделать?
Projeksiyonlarla dolu gerçeküstü bir rüya manzarasında geçen bir keşif oyunu. Geçmiş hatıraları ve zor hatıraları bir araya getirin. Gerçek ve hayal dünyası bulanıklaşmaya başlarken bir seçim yapın...
[h1]Before I played Ami's Room, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
I love this game, it has great music, picture, and plot. But there is a bug I found in the cloud scene, clouds will move according to the direction of the character's movement, and sometimes the game will freeze when the clouds move to the edge of the map. The game has four endings and a hidden ending, but I have tried multiple times but still cannot achieve all the endings. *Weeping* I saw the development notes of this game on the author's personal website and was surprised to find that there were so many details in the game that I had not noticed before. The author put in a lot of effort. [b]Overall, I strongly recommend it !!![/b]
2D ve diyaloglar üzerine kurulu ve diyalogların kararlaştırma yaptığı güzel bir oyun.
RPG Maker strikes again! This is yet another RPG Maker low effort kitbash made with the Final Fantasy ripoff construction kit, RPG Maker, in their own words, "These easy to use tools are simple enough for a child". This is just a cringey high school anime club dropout fan-fiction combined with extremely poor quality retro game assets. The developer couldn't work out how to use RPG Maker to make an RPG (the only thing it can do), instead, they made a simple VN text heavy narrative "adventure" game about a boy named Pierre who refuses to leave his room (nothing remarkable there), choosing instead to sleep and enter other people's dreams where his sister, Ami, escaped to after a traumatic event (she was forced to play RPG Maker garbage), and you have to try find her and wake her up. But nothing can really heal the mental trauma caused by playing RPG Maker garbage. Like other RPG Maker "games", the game engine is extremely low quality. It displays badly in fullscreen, and has no real graphics settings or HD support. It's not up to the same standard we expect from a modern PC game. We can make the argument that construction kit toys like RPG Maker are intended for making small games and demos and things to pass around with friends. They shouldn't be used as a substitute or "Ez-mode" to allow unqualified amateurs to LARP that they're real, actual game developers. Like most RPG Maker shovelware, the game uses low quality 2D "retro" pixelcrap art and has bad gameplay. RPG Maker is garbage and never results in products with any real value as PC games. There are some original game assets here, and you can tell because they look worse than the garbage canned/stock RPG Maker assets that usually get flipped into these kitbashes. Like really bad, amateurish MS-Paint tier stuff. PC gamers expect and deserve quality, high fidelity, immersive 3D visuals, not this lazy crapware. There's an overwhelming amount of mediocre Visual Novel/E-book style cutscenes in this game. The developers failed one of the most basic, fundamental requirements of game design.. "Show, don't tell." So you'll spend a huge amount of time not playing the game, but clicking through endless lines of poorly written VN text cutscenes because the developers couldn't work out how to relate their narrative through the game mechanics, and decided instead it would be better to compete with reading a book for your time. We're here to play games, not read through hours of garbage intersituals. Your gaming rig is not a Kindle. Let's talk about price and the value this represents for us gamers. This is "free" enough (not every "free" game in the "free" section is truly free, there's usually some hidden price tag), at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good, and the cost of a game is more than just financial, your time is valuable too. A peak of [b]4 concurrent players[/b] (according to SteamDB) for a "free" game is a disastrous public reception. Out of 130 million potential players here on Steam, almost nobody was interested. Even though this is "free". That level of rejection speaks a lot for the quality of the game. This "free" game won't count toward your game collection count on your profile. With that in mind, is it something you should still download? This isn't good enough for me to suggest PC gamers spend their time and hard drive space on. There's thousands of better alternatives on Steam more worthy of your time.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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