
A short interactive adventure about a young actress who must use her wits to prevent her best friend from being murdered.
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About
When a young actress finds herself on a boating trip with her dearest friend and her friend's fiancé, the latest in a long line of horrible beaus, she must use all her wiles to keep her friend's head - and her own - above the water.
Drown the Bride is a short point 'n click with visual novel-style branching set in a historically themed fantasy world. Your choices impact the plot while exploring and interacting with the world progresses the story.
When Rosemary agrees to chaperone her shy, motherless and very dear friend, Tetrine, on a trip to the coast, she didn't expect her friend's fiancé to be such a bore.
Luckily, Rosemary is both an actress and an excellent judge of character. It should be a piece of cake to convince her friend to give this one a pass. Only, it isn't, and the longer they stay at the house on the cliff side, the more convinced Rosemary becomes that her frend's fiancé isn't just a heel - he's got his heart set on murder.
Will Rosemary be able to persuade her friend to leave? Or will Rosemary lose a dear friend?
8,000~ words of content
Lots of pixel art animation & hand-painted artwork created by illustrator S. A. Welland
4 distinct endings...
... but short enough to complete in a single evening
Very puzzle light
Fast-forward, text history & other convenient visual novel features
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Just an 'okay' visual novel that admittedly looks a bit different, but I was a little confused by how you formatted the game, mainly because I don't think I ever seen anyone use free character movement in this engine, so I am trying to control it like an Adventure Studio, but it's not responding the same way which feels weird. It's more like a regular visual novel, you just get to control the character between the points of interest that is, like having additional animation, no real puzzles, just narrative choices. One route takes about 30 minute with 4 different endings, although triggering the correct path is a little funky, some of the dialogue responses feel too similar, or may not produce the result you expect, even if you use the walkthrough it seems it's either wrong or outdated, as well having a few confusing interactions at the last part. If nothing else the story was a bit unusual, you travel with a friend to meet her fiance, but something about him feels off to you, so you will attempt to talk her out of it, or embrace whatever happens. Some weird things happen if you choose the correct path, but I should not say more than that. Overall the dialogue felt fine, I didn't mind the characters, I guess it's just the game is a little short, so things kinda happen too quickly for my taste. The art style felt a bit uncanny as well, although looking into your website, I guess it's just how you draw, I mean it does not look bad, just different, I kinda dig it, although some of the walking animations just don't look great compared to the fixed scenes, not sure if it's worth doing them, you might be better of just making a vanilla visual novel, would make the quality more consistent. [h1] Pros: [/h1] (+) I like that you trying to add some movement into a visual novel, not many games do it, and the scenes like the train actually look pretty decent, especially if the entire game was like that, but the consistency overall wasn't great. You have an interesting art style as well, at first I thought maybe they were like compiled photos, but I guess you just draw them like that. (+) I thought the idea for the story was at least different, and the dialogue was fine, just a short game otherwise, so I didn't get as much out of it. I like that little contemplation after the boat from the player's perspective, I honestly didn't know where it was going. [h1] Feedback: [/h1] - try to have at least one art panel for every ending, like what is happening to the character after you took that route, that in my book is just baseline reward for getting an ending in any visual novel, bare minimum - I feel like the narrative choices don't do what you expect them to do, because I am like, if I say nice things to him, clearly that is one ending, but no, you say like vague things that sometimes feel trivial and you get unexpected ending. It should be more intuitive and maybe not as specific, and your walkthrough seems outdated or wrong - you did some double dipping into spot interactions, and that may not be intuitive to the player, I guess if you do that, maybe there should be some color-coded feedback that you making progress or something new happens, or don't do it in a first place - the big reveal with his goal probably would work if the game was a little longer, but it's kinda like a big narrative gotcha, and the game shortly ends, I don't know, I feel like you could have done something better with the plot [b] Overall Thoughts: 6/10 [/b] I found the game a bit interesting even though it wasn't great, unusual concept for the narrative, your art style is weird in a very uncanny but curious way, and overall I didn't mind the story. Just those little things, I felt the choices could be handled better, the game felt too short, no ending art panels, and maybe a little janky with character interactions. Something for you to work on perhaps, I probably will try your other games, if I don't forget. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
I loved [i]Drown the Bride[/i]! It is a unique combination of genres that I've never seen before. Scenes are driven forward not just by dialogue choices, but also by choosing what to observe in the world and where to go—similar to a P&C adventure game, but not inventory-driven. Interesting! The retro-style graphics have a unique vibe, and I think it suits the story well. The plot is, in a word, [i]tense[/i]. Right from the get go there is an awkward, anxious energy, and the denouement is really something! [i]Drown the Bride[/i] is a short experience—the ending can be arrived at in about an hour. That's exactly what I wanted, and it delivered!
this did not feel like a ren'py game at all! very enjoyable short little game. it felt refreshing to have such a unique protagonist and i enjoyed the relationship between the gal pals. was a little difficult to figure out how to get all the endings but overall really liked this one <3
These Sun Labyrinth shorts VNs always have [i]something[/i] interesting going on, even when they're bite-sized - this one is great at ratcheting up tension (the boat scene!) just with simple point-and-click mechanics and creating an oppressive atmosphere out of very little (lovely backgrounds with a kind of 90s computer game aesthetic and moody music). Tetrine and Rosemary are familiar characters if you've played Asher or Winter's Trumpet, and they have a lovely relationship that is nicely developed here, with Rosemary attempting to save Tetrine from herself and her terrible taste in men. However, the story does stand alone, as I'm pretty sure it takes place before all of these chronologically. All in all, it's not a terribly complex story, but it's well-told; from that perspective it's a pretty decent entry point into this fictional universe, as it teases out some of the more complex lore in some of the endings. An alternative option to start on Steam would be [i]Goblet of Mercy[/i], a much weirder (and free) VN that is quite a bit darker in tone.
[i]Drown the Bride[/i] is another entry in the (almost 10 games strong, if you count the ones only published on itchio - and I do hope they make it all to Steam one day) Sun Labyrinth catalogue. It is amongst the shorter ones -around 20-30 minutes for a playthrough- and in-universe, I think it might be amongst the earlier ones as well. As such, it is a good entry point in the verse. From the get-go, I could see it has a lot of the qualities I enjoy in the developer's work: a strong, claustrophobic atmosphere that immediately grips you, extremely efficient and snappy dialogue, and a great use of colour (red and blue are applied to very good effect here). The pixel art is something that will more or less appeal to people's sensibilities but I like the callback to earlier flash games it produces, and for such a short story, it works well, I think. I was a bit more intrigued and perplexed by the way the playable character moves (you have to use either hotspots to move in a room, or a small "compass" to change locations), but I got the hang of it after my first playthrough. What really got to me though, is the themes the game explores. Rosemary, our main character, is intelligent and level-headed, and she acts as her friend Tetrine's rock, or anchor I suppose, to keep the nautical theme going. Tetrine knows that, and relies on her, partly because she doesn't trust herself to make her own decisions. It's a tale of love and friendship, and one that focuses on the dangers of not following through one's instincts, and of trying to go through life like a grocery list, for the sake of being able to say "I did that", without being aware of the consequences to others and oneself. There is also a tale as old as time being told here (I won't spoil though), and the most developed ending is just very satisfying to go through. Probably best appreciated in the context of the other games, but still a strong short visual novel/adventure game on its own. Recommended!
An interesting mix of a traditional point'n'click adventure game and a visual novel. The idea and visuals are nice, but the story feels somewhat rushed. Still, worth a playthrough. [spoiler]Objectively:[/spoiler] 6.5/10
Delightfully gothic and easy to pick up and play through. Part of a greater story verse but that's not needed to understand this installment (I should know, I haven't played the other games yet).
Rosie is such a great friend <3
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