
"When there's nobody there to see you, you disappear." In Girls Made Pudding, two girls tour a series of towns that people have disappeared from.
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About
"When there's nobody there to see you, you disappear."
In Girls Made Pudding, two girls tour a series of towns that people have disappeared from. Follow them on the road as they find out the mysteries of this world.
Come for a Ride
In most games, you're always trying to reach a destination. In Girls Made Pudding, everything happens during the journey.
Nothing will happen if you stay where you are, and the more you travel, the more dialogue you'll get.
Keep the bike moving and the girls chatting and eventually you'll unfold this story's mysteries.
Gathering and Cooking
While you're traveling, you'll find ingredients that you can cook with.
Eating those dishes will lead to new dialogue branches for the two girls.
Try cooking whatever fits the mood of the story in that moment.
Hunger and Sleeping
As they travel, the girls slowly get hungrier. Make sure to keep them fed. However, you can turn off the hunger mechanic in the difficulty settings.
Also, after a while, night will fall, ending your journey for they day. You'll need to find an empty home to sleep until morning.
"When there's nobody there to see you, you disappear."
It's weird, but it's been like this for a while now. Almost half a year.
The journey started with Sumibi's wish—"I want to eat that pudding again."
She and Nikomi go on a bike trip, traveling from town to town while looking for ingredients and meeting new people. Little by little, they start understanding what happened to the world.
They keep traveling and they keep looking at each other... lest they disappear.
Sumibi
A bike-riding girl on a journey. She was a regular at the café where Sumibi use to work.
Nikomi
A girl traveling along with Sumibi. She used to work at a café but she's not very good at baking and cooking.
Production: KAMITSUBAKI STUDIO
Scenario and development: Kazuhide Oka
Character design and concept art: Zumochi
Art and character models: Zumochi
Soundtrack: Daijiro Nakagawa
Logo art: JEFF99
English Translation: Marco Godano
Simplified/Traditional Chinese Translation: flankoi
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
治愈、氛围、短篇公路小品 感谢富婆的礼物,很适合放空大脑或者临睡前读一段的氛围小品。最近正好在忙着搬家,收拾东西累了就读一段,应该是刚刚好的节奏。末世、车旅、与两位others相遇相知相别,结构上确实有少终的味道。不过文本稍微欠缺了些火候,燔芽有大段对世界观的科幻设定属于画蛇添足,毬音些许老套的情节与表达反而极易令人共情。gameplay聊胜于无、难度也形同虚设,基本上开局了解机制后就可以完全不动脑地游玩,本质是增加了一点微乎其微操作性的视觉小说。 始于布丁、终于布丁,漫无目的的旅行、随性惬意的交谈,配上舒缓的音乐、清新的画风,很适合任何想读一本治愈短篇小品的人。即便有一些对于社会性与关系性的哲思,但着墨点更多在于少女们的心态变化与平淡而浪漫的日常,其实本作仍然是感受大于思考的氛围作,就像毬音说的『我很喜欢你们的这种感觉』,以轻松的心态放空大脑阅读即可。 7.5/10
카미츠바키 스튜디오에서 만든 비주얼노벨느낌의 게임 아포칼립스 세계에서 ;니코미'와 '스미비'가 그날 먹었던 푸딩을 다시 먹기위해 오토바이를 타고 여행을 떠난다는 내용의 게임이다. 위에서 말했듯이 비주얼노벨 느낌이 강한데, 오토바이를 타고 다니면서 여러 dialogue를 볼 수 있기 때문. 그 과정에서 여러 재료들이 해금되면서 점차 여러 종류의 음식을 만들 수도 있다. 기본 bgm은 lo-fi 곡들이라 편안하게 게임을 플레이할 수 있다. 도전과제 난이도는 어렵지 않은 편이고, 한글미지원에 영어 텍스트량이 많아서 부담이 될 수도 있는데, 인터넷 검색하면 한글패치 방법도 있으니, (어렵지 않음) 플레이를 해볼 사람들은 인터넷에서 해당 내용을 검색해서 적용하면 될 것 같다.
[h1]二人の少女がバイクに乗りながら他愛もない会話をするADV[/h1] はじめに言うと、筆者は発売当初(恐らく)に購入はしていたものの、最近まで積んでいました。 そして、それは少し勿体なかったかもしれないと思いつつ、本作の良さを伝えるべくレビューを書くことにしました。 [h2]ゲームの概要・登場人物[/h2] 本作の主人公となるキャラは「スミビ」「ニコミ」の二人となり、バイクで旅をしつつガールズトークで話が進行していきます。 その他にはストーリーにも深くかかわってくるNPCが数人います。 本作の登場人物の名前は料理の名前や、料理に関する言葉からとられています。 また、その料理こそが本作の主軸になっていると言えるでしょう。 (料理自体は調理器具を入手した後、使う食材を選択するだけ) 主に料理をすることでストーリーを解放し、バイクで走ることで読み進める。基本はこれの繰り返しです。 [h2]実績・ゲームの難易度について[/h2] 実績は全18個で、エンディングに到達するだけで大半は解除可能ですが、数個はクリア後のやりこみ要素と言えます。 後述の難易度設定も含めれば、全実績解除まではそう難しくはありません。 本作には満腹度・体力・正気といったパラメータがあり、これはサバイバル要素を連想させるものです。 女の子がそうした状況下に置かれるところをあまり見たくないという方もいるかもしれませんが、 [u]難易度「STORY」を選択すれば事実上その要素をなくすことができる[/u]ので、これで純粋にキャラクターやストーリーを楽しむことができるでしょう。 [h2]その他要素など[/h2] 本作のキャラクターには声優がついていることは明記されていませんし、実際会話には声は充てられていませんが、 カセットテープを拾い集めることで、いくつかのボイスやボーカル楽曲を楽しむことができます。 また、エンディングテーマもMV付きで収録されており、本作をクリアした方へのご褒美要素となるでしょう。 レシピを拾い集めることが全ての料理を作る実績解除の足掛かりになりますが、 実際にどれを作った・まだ作っていないかはゲーム内で表示されず、記憶に頼るしかなかったのはやや難点とも言えます。 [h2]まとめ[/h2] エンディングまでは2時間弱、全実績解除まではレビュー時点でのプレイ時間の通りでした。 本作のストアタグには「ウォーキングシミュレーター」がありますが、移動は常にバイクであり、 また、何十時間、何百時間と遊べるゲームではなかったということにはなりますが、 ストーリーは短めながらもほどよくまとまっており、二人の主人公のキャラには惹かれるものがありました。 いや、ホントに良いキャラしていて、二人をもっと深く楽しめたら嬉しかったなあ、とも思います。 [strike]サマーセールが終わってからこのレビューを上げることになって申し訳ない。[/strike]
추천
[h2]A beautiful mix of Visual Novel and Resource Management, GIRLS MADE PUDDING tells a heartfelt post-apocalyptic story. It’s unique, well-written, and clearly made with a lot of passion, and I adored every minute of it.[/h2] [h3]Story and Setting[/h3] The world has all but ended. After humanity encountered a disease that spread via eyesight, they developed and launched a satellite to intercept the imperceptible waves of information that are transmitted via looking at the world; however, with horrendous consequences that only had become apparent once it was too late to stop them: Namely, people had started to disappear. Specifically, people disappeared when not looking at each other, though it is a bit more complex than just that. https://steamcommunity.com/sharedfiles/filedetails/?id=3762761804 GMP follows two surviving girls in a world that is almost entirely abandoned, approximately six months after these disappearances started. One of them, Nikomi, a catgirl cook at a local café, and the other, Sumibi, a regular high schooler who frequented it. This doesn’t mean that they are the only people around, and over the course of its roughly five-hour story, players get to encounter two more characters, which illuminate the mystery behind what is going on: Why everyone has disappeared, what these disappearances imply, and how to technically stop it—but none of this is too relevant for the two main characters, who are simply trying to find comfort in a dead world between each other. Traveling on a bike and trying to keep themselves focused with a goal just barely out of reach: Recreating the favorite pudding of Sumibi from when the café still existed. Structurally, GMP is split into three chapters, which are characterized by their meetings with the other aforementioned characters. Within each chapter, players can pick and choose stories to follow via cooking meals. For example, the pair may meet a character, and during their introduction, they may note various terms players can follow up on. They may tell you about their childhood, they may talk about the pandemic that started the disappearances, and maybe they'll talk about their own current plans. All of these three, as an example, could then represent stories players can follow up on, sort of like an RPG quest, by cooking the meal specified via the story tracker on your UI. “Stories”, here, refers to simply chatting between characters with very rare dialogue options. GMP is a short game and nevertheless manages to do quite a lot in those five hours. In particular, I just found the worldbuilding surprisingly compelling. And the game just really nails this melancholic atmosphere in an equally unique setup for an apocalyptic setting. It is something that has an actual subgenre term for in Japanese media as [i]Mono no aware[/i], an appreciation of the transient nature of life, and is an incredibly interesting way to represent a setting like this. [h3]Gameplay[/h3] The most important thing to note about GMP is that it is mainly a Visual Novel. The extreme majority of your playtime will be spent simply reading conversations as you follow the roads on your bike, and even this driving can be almost automated. Apart from your driving, players need to manage three stats: Hunger, Energy, and Sanity, which are used to solve encounters on the road, such as a wild animal blocking your way, or for scavenging supplies. This may sound like GMP is, in part, a survival game, but it is not and could not be further from one. None of these three bars are actually tied to fail states and will simply force the day to roll over if you manage to completely exhaust any of them. Similarly, the game tasks you to find shelter before nightfall but, likewise, does not tie this to any palpable punishments. Effectively, this means that managing these three bars is almost solely an immersive element for the story. This unimportance is further reinforced by the player being allowed to completely turn such things off via difficulty settings. A better way to look at these is not as a means of a genuine gameplay element but as a way to make the VN storytelling more engaging to the player over the course of its runtime. https://steamcommunity.com/sharedfiles/filedetails/?id=3762761625 Your inventory management and your cooking is a bit more involved. While you cannot strictly fail and die due to hunger or exhaustion, you still want to manage your gauges to keep going with your current day and finish out the available stories. All three bars can be restored by cooking food, which you will be constantly doing to advance the story, which also means that you are constantly scavenging buildings and picking up items on the road and from events to find the exact ingredients you want while simultaneously listening to the dialogue. The game actually also skews your pickups towards whatever you need for your currently available quests, meaning that you will never need to wait for lucky pick-ups for some obscure recipe to continue any of your stories. This is a surprisingly intuitive push-and-pull that works to keep you more engaged than if you were truly just reading the text on screen, as you are genuinely planning ahead on what supplies you will need next even without the threat of a game over looming over your head. Virtually all gameplay is kept to be very unintrusive and is designed in a way that you can effortlessly follow the text on screen first and foremost. [h3]Graphics and Sound[/h3] GMP isn’t exactly a game that I would call pretty. While I do really enjoy the character artwork, the environments and actual character models are quite lacking. I wouldn’t say that this would be too bad if at least the various towns you drive through looked at least a bit distinct, but overall each settlement you drive through looks the same: foggy, bland, and undetailed. A nice aspect that is somewhat rare but that I always appreciate is that GMP unlocks a gallery with some concept art, as well as additional character artworks for you to browse after finishing the game. https://steamcommunity.com/sharedfiles/filedetails/?id=3762881713 The soundtrack fares better than the visuals, and the game even includes collectible cassettes you can play during your travel; however, it will also default to environmental music whenever you are in a story segment (read: constantly). This means that during most gameplay, the music is pretty repetitive, but the tracks are nevertheless good to even great, as is especially the case with [i]A Story Just for Two (二人だけの物語)[/i]. While the game does not feature any voice acting during the story, there are optional cassettes to be found after the ending that actually do feature the intended character voices, which was a neat thing to find. [h3]Final Thoughts[/h3] GMP is a fantastic little game if you know what you are in for. The story, while not necessarily deep or overly complex, presents you with a unique take on the post-apocalyptic setting that is easy to understand and follow. The game excels in writing and developing the very small cast of characters well, though of course the two protagonists stand out in particular. It’s unique and tightly designed, even if that design relies on minimalist gameplay that people should be aware of before purchasing. That said, GMP offers a unique experience and an amazingly consistent atmosphere throughout its five hours of playtime along with a, to me, absolutely great ending.
很治愈,氛围塑造很好,意犹未尽,音乐神了
氛围很休闲,特别是音乐(最开始就是被音乐吸引的),更是增添了这种感觉,还有着加上不错的故事[spoiler] 更重要的是结局是HE,我说HE才是对的 [/spoiler],为数不多需要注意的是游戏中的连线轨迹题,上方数字沿线向下每遇到一次横线(每一个交叉)就拐弯,到达最下面就是该填的数字 这个游戏可能存在一些小的缺点,但是瑕不掩瑜,整体上体验还是很好的,可以一试
百合不错 这部作品的百合不是那种明牌到处贴贴的百合,更多的像是友情变质的情亲还掺杂着一丝挑逗和暧昧,算是轻百合吧,虽然双女主其中一人明确是弯的。 游玩起来像是主打文字的公路片,甚至游玩时长也差不多是两三个小时左右,游玩方式就是在开着摩托车游荡,在想办法吃饱喝足的同时完成话题的条件比如吃什么,到什么地方之类的,来触发话题推进剧情。 bgm应景,空无一人的城市里的孤单,两人决定上路旅行的荒诞理由,看似目的地明确其实毫无目游荡的迷茫,都有相应的bgm体现,而且bgm会随着剧情话题的内容变换,不突兀,这点不错。 看着两个少女开着摩托在末日中旅行,经历各种事情,沉下心来好好玩其实很有意思。 剧透注意 在剧情的高潮部分在两人离别之后认清自己的感情后在几乎不可能的情况下重新相遇,我以为这种剧情达到高潮的时候应该会来一个情感大爆发,来点干柴烈火的相拥,诉说自己的感情之类的俗套剧情,结果没有,剧情达到高潮之后居然接的细水长流的日常,继续像之前一样骑摩托,虽然带上了不一样的情感了,虽然失去了之后又获得了感觉到十分珍贵,但是还是选择了心照不宣的骑摩托......我靠来点我想看的百合剧情啊。 百思不得其解,我换位思考,把两个角色换成男的带入一下........卧槽这就有点儿gay了兄弟,我一下就理解了,还是这样相敬如宾的好一点。 还是百合不错
Kazuhide Oka and KAMITSUBAKI STUDIO made another charming game. Much like Moonless Moon, GIRLS MADE PUDDING (GMP) allowed me to wind down and relax. I enjoyed it enough to obtain all achievements, but don't expect too much based on its 'Overwhelmingly Positive' rating. [h2]Gameplay[/h2] Despite the screenshots, it's 95% visual novel, 4% resource management, and 1% driving. Whatever gameplay ideas they had, they weren't fully realized. I felt a dissonance between the story and the gameplay, and after roughly two hours, I felt I had seen most of the areas. While it kept me engaged, I recommend setting the difficulty to casual with automatic driving enabled. [h2]Story and Characters[/h2] What else can I say besides that I enjoyed the dynamic between Sumibi and Nikomi, despite some of their conversations are just about mundane stuff? I mean, the world, mystery behind people's disappearances, and other characters they meet along the way are interesting, but they aren't the main reason I like this game. However, the English translation could use improvement. There were a few typos and misused words that occasionally changed the intended meaning, though I usually could guess what it was trying to say. [h2]Visuals and Audio[/h2] The visuals aren't something as I consider as eye-catching or beautiful. I didn't find the environments atmospheric or detailed enough to convey a sense of a quiet, post-apocalyptic world. While the character designs are good, it's really odd that there aren't any story CGs. The soundtrack is great, but 8 tracks feel a bit skimpy for a story that lasts 7 to 10 hours. **I also wish the characters were voiced, it is THE single change that would massively improve the game's experience.** [h2]Comparison with Girls Last Tour[/h2] I agree with reviewers who compare GMP to Girls Last Tour (GLT), but don't expect high similarity. Personally, I think there are three main differences: * GLT uses 'show, don't tell' approach more frequently. * Characters in GMP travel almost all the time, whereas in GLT, there are more moments of exploring buildings and actual cooking process. * I'm only comparing the English translations; however, GLT feels more relaxing, partly because it uses simpler language. [h2]Other[/h2] It runs well on my Linux device. The game only offers options between windowed (1920x1080) and full-screen mode, with the latter appearing to use simple upscaling. [hr][/hr] GIRLS MADE PUDDING is clearly made with passion, but it's also clear that there's insufficient experience or budget to fully realize its potential. If you enjoyed their previous game, Moonless Moon, I easily recommend this. Otherwise, check more reviews to see if it is for you.
对我来说,这游戏真正让我感受到了一个温馨而又治愈的故事
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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