
OPEN MIC is the free prologue to the upcoming Clam Man 2: Headliner - a narrative adventure RPG where you escape your boring desk job to become a comedian!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English**languages with full audio support
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game ♥♥♥♥♥♥♥ rocks!! I only hope we'll have a chance to level up our stats in the full release, so we can tailor what "voices" we want speaking more often. Also more UI noises--when you mouse over dialogue options, choose them, when a new line of text appears, etc. But god, the writing is amazing. I'm so hype.
Great story, great visuals, but the gameplay is a bit clammy.
Really great demo. I look forward to the full game releasing. I'm surprised that more people aren't talking about this game because it's free and it's great. There were several times I was smiling or let out a laugh during this game. I love deadpan humor and the way this game does it is excellent. The music was a vibe and fun to listen to, I think the animation in this game is excellent and so full of personality, the designs are so fun to look at, and isometric games are super underrated. My only mild critique is that while I do love point and click games, and as much as I had a good time with this one, having controller support for those who prefer that format would be nice. Still, I'm extremely excited for the full game and can't wait until it's out!
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Loved this so much I'm buying Clam Man 1 and I'm looking forward to the rest of the game!
Good bones for a short demo-like play. Interested to see where it goes. Would play more days, but probably wouldn't replay day 1. I'll toss in my 2 cents for the Devs- [spoiler] Start : make everything go slightly faster- like walking speed, dialogue branching, and dice rolling. use color-coding or additional visual identifiers to clarify which dialogue choices are low/high probability vs. just playful jesting. Sometimes, I wasn't exactly sure what the conversation was trying to achieve. I like the interactive set, but at times I wasn't sure what I was looking for and would've appreciated a visual toggle for 'interactive' elements (outline, glimmer, etc). Keep : social commentary- like work burnout, bitter neighbors, jaded employees, playful kids, questioning gender norms/bias, estranged families, economic hardship, awkwardly talking to strangers, etc. I enjoyed that the main character isn't good at everything- the min/max suggestion during character creation paired with the typical conversation cues made them feel suitably average and relatable. I could see how different player types could enjoy differing personalities, too. Yield : the evil car 'bit' was odd, as was 'dying'. I didn't replay those options, but wonder if avoiding the accident was ever an option- if not, all the more a markedly strange scene that didn't seem to add to the jokes or the gaming experience, other than to level set "this is a weird game". The fetch-quest energy was a tad annoying, because you often had to beep-bop between several destinations to achieve simple tasks. While this makes sense for dialogue-ownership (click this NPC to open their dialogue), at times it just felt like busy work. Collecting the joke material takes a lot of steps, so when it came to executing the jokes on stage, I was disappointed to see it boil down to 1 roll, followed by click-through railroad delivery prompts. While I appreciate the social moments, I felt that delivering the actual jokes needed to feel a bit more interactive, dynamic, or personal. It's kind of strange to get up on stage and not know what your joke prompt actually means; which could lead to incongruence between player vs. PC's actions. Perhaps y'all could make it so the joke-achieving event makes the material available in the repertoire, but the stage delivery is where you actually click through variations of delivery/arch? [/spoiler] Fun to see passion projects, especially with interesting worlds and a playful sense of humor. Showcased different ranges of deadpan, absurdism, self-deprecating, observational, and expressive humor.
Wow I haven't been this excited for an upcoming game in a while. My only suggestions for the developers are running and zooming the camera out to make it a little easier to see. Otherwise I would be completely satisfied by more of the same.
Enjoyable and silly little game. The dice rolls make it funny regardless of whether its a good or bad result. I enjoyed being the Clam Man and finally getting up on stage. Will be checking out the first Clam Man and definitely the continuation of Clam Man 2 when it drops.
some of the dialogue in here is the funniest and realest self depricating neuroticism ive never seen. i love u anxiety ridden clam man i will be thinking about martins comments for the rest of the week exactly my style of humour with some sweet moments i thought would be too cheesey for me but worked so well. eg. my heart SWELLED when i was scoring +1 points with the triad and then +107 with pete
I really enjoyed this demo, but I have some feedback. 1. More VO would be incredible. 2. If you click to move while already moving the animation spazzes out. 3. Please add frame rate settings and WASD movement (like disco elysium) Other than that, an amazing and very promising demo.
Clam Man 2: Open Mic is an unconventional role-playing adventure that proves a game does not need combat, sprawling worlds, or complex progression systems to leave a lasting impression. Developed and published by Sideby Interactive, this standalone prologue introduces players to a bizarre yet surprisingly relatable underwater world where personal ambition, awkward social encounters, and stand-up comedy take center stage. From the opening moments, the game embraces absurdity with confidence, creating an experience that feels refreshingly different from most modern RPGs. The story follows Clam Man, a seemingly ordinary employee stuck in a repetitive office job and searching for something more meaningful in life. A strange discovery sends him on a journey that gradually shifts his focus from workplace routine to the possibility of becoming a comedian. While the premise sounds intentionally ridiculous, the narrative contains an underlying sense of sincerity. Themes of self-discovery, career dissatisfaction, and the fear of pursuing one's dreams give the adventure an emotional core that balances its constant stream of jokes. The game succeeds because it never relies solely on comedy; beneath the humor is a surprisingly thoughtful character-driven story. Dialogue is unquestionably the highlight of the experience. Nearly every conversation is packed with clever observations, eccentric personalities, and witty exchanges that constantly reward players for exploring every possible interaction. The writing blends absurd humor, satire, and self-awareness without becoming repetitive. Characters often feel strange and exaggerated, yet they remain memorable because each possesses a distinct voice and purpose within the narrative. The game's world-building is delivered almost entirely through conversations, making even minor interactions feel worthwhile. Instead of focusing on combat or traditional RPG encounters, the gameplay revolves around exploration, investigation, and dialogue-based decision-making. Players can allocate points into different abilities that influence conversations and unlock unique solutions to various situations. These role-playing mechanics encourage experimentation and create meaningful differences between playthroughs. Choices frequently alter how events unfold, allowing players to shape Clam Man's personality and approach to challenges. This emphasis on role-playing makes the game feel surprisingly deep despite its relatively short length. One of the most creative aspects of Open Mic is its approach to comedy as a gameplay mechanic. Throughout the adventure, players gather material, experiences, and inspiration that can later be used during stand-up performances. Success is not measured through combat victories or statistical superiority but through preparation, confidence, and the decisions made throughout the story. This concept transforms comedy into an interactive system rather than a simple narrative backdrop, giving the game a unique identity among indie RPGs. Visually, the game adopts a colorful cartoon aesthetic that perfectly complements its quirky tone. The underwater setting is filled with unusual characters and amusing environmental details that reinforce the humor without becoming distracting. Character portraits and animations effectively communicate personality, while the overall presentation remains polished and cohesive. The art style may appear simple at first glance, but it possesses a strong sense of identity that helps the world feel alive and memorable. The audio presentation also contributes significantly to the experience. Music supports both comedic and emotional scenes, while voice samples and sound effects add extra charm to character interactions. Although the game does not rely heavily on full voice acting, the audio design consistently enhances the atmosphere and helps deliver the humor more effectively. The overall level of polish is impressive, especially considering that the game serves as a prologue to a larger project. As an introduction to a future sequel, Clam Man 2: Open Mic accomplishes its goal remarkably well. It establishes an engaging cast, introduces intriguing mysteries, and demonstrates the potential of its role-playing systems without overstaying its welcome. The adventure feels complete enough to stand on its own while still leaving players curious about what comes next. Its combination of sharp writing, player choice, and original concepts makes it a standout among narrative-driven indie games. The game is not without limitations. Players looking for action-heavy gameplay may find the pace slow, and those who do not enjoy reading extensive dialogue could struggle to appreciate its strengths. The relatively short runtime also means some story threads conclude just as they become most interesting. Nevertheless, these issues are minor compared to the creativity and personality present throughout the experience. Clam Man 2: Open Mic is a delightful and highly original RPG that succeeds through exceptional writing, memorable characters, and innovative design choices. By transforming stand-up comedy into the centerpiece of a role-playing adventure, it offers something genuinely unique within the indie gaming landscape. Its humor, replay value, and strong narrative foundation make it an easy recommendation for players who enjoy story-focused experiences and unconventional game design. Rating: 9/10
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| $46.3K | 195 | 69% | $9.99 | |
| — | 0 | — | — | |
| $0 | 37 | 89% | Free | |
| $460.8K | 1.3K | 94% | $19.99 | |
| $19.4K | 149 | 80% | $9.99 |