
An addictive mix of lightning-fast puzzle battles, powerful storytelling and immersive visual novel elements, The World Next Door follows Jun, a rebellious teen girl trapped in a parallel realm inhabited by magical creatures, who must find her way home before time runs out.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
The World Next Door is a really cool, short game with a pretty unique puzzle/combat mechanic; I found it frustrating at the beginning, but it does get easier with time and practice. I performed significantly better in my second run than in my first and was able to finish the game way quicker (also, there's no real consequences for dying besides having to walk back through empty rooms, so all the deaths were no big deal in the end). The characters are really cute (I LOVE Vesper and Rainy lol), and I think there's a solid amount of story for such a short game. Lots of fun sidequests you can do to get to know your party and the NPCs better, but they're also totally skippable if you're not interested. I do have a few small grievances (ha), which I'll list out here: -The hit boxes on the tiles could be janky at times, which meant that it was sometimes really frustrating to try to get a particular rune in a particular position, and I sometimes ended up just giving up on that set of runes bc it absolutely would not work. This happened frequently enough to be an issue issue and was the source of a lot of frustration for me (probably cost me a match or two), but ultimately the game was not unplayable because of it. Definitely something to brace for going in if you've read this review. -Regarding the choice at the end: The game really makes it seem like it's an either/or choice where the narrative will split when it is NOT this, it's extra content in addition to the main story like all the other quests. There is only one ending to the game, and thus, it's possible to see all the content in one playthrough. If the game had presented it differently, I would have made a different choice there, and I wouldn't be surprised if the same was true for other people. -Connected to the previous point: I wish that there were save slots. The above bullet point would have been a lot less important to me if I could have saved at choices to test out different outcomes, but the game's autosave mechanic means that you have to wipe your save and completely start over to try new things instead. I'm curious about some of the variations depending on who you bring to certain shrines, but the lack of save slots means I probably won't go back to look for them, at least not anytime soon. Despite how much time I spent writing them out, these are ultimately just nitpicks in a gaming experience that was overall really fun. The gameplay is simple to pick up but takes practice to (satisfyingly) master, the characters are likeable, the art is cute, and it's overall a solid short experience.
流程很短,快的话3个多小时就差不多 三消的战斗方式第一次玩 为了全成就可能要二周目
I have mixed feelings. So the art style is nice, the match 3 battle system is interesting, but the visual novel part is sooo boring. But 2 vs 1, so thumbs up!
Basically what all the other reviews say. The ending is a real kick in the ♥♥♥♥ if you don't know that a lot of what was setup won't be paid off in any meaningful sense. But I think I probably would've enjoyed this game if I had read the reviews first and went into it knowing that it would end too soon. The art and character interactions before that point have a good amount of charm and the price is incredibly low even when not on sale. Beware, but if you're reading this then consider if a 4 hour game that feels like a university-AU fanfic of a different story is something you'd be interested in and maybe you'll have a different answer than me.
It’s nice to have a pure puzzle game to review. Story: Once a generation a portal opens between the human world and a magical monster world and the two worlds host a festival where lottery winners from both worlds can visit the other. One winner, Jun, spends the day hanging out with her pen-pal Liza and her friends and while they hang out in a sewer level, a rouge monster ambushes them and Jun misses the portal home. But with her friends by her side and a ticking clock of her dying due too much magic, she is going to find a way home. It’s a pretty simple story. We find a macguffin early on which becomes the solution to the portal problem. We got stakes in the whole dying thing. And we got a friend group to both fresh out the world and for some comedy and teen drama consisting of the best friend, the shy friend, the smart friend, the aloof friend, the preppy friend and the jerk who they hang out for some reason. However, I must say the ending feels like there should have been more there. Early on your made aware of some missing people with one of them being Liza’s girlfriend and in the endgame we there is a shadowy conspiracy going on. The results of both are a little underwhelming with the missing person plot line being resolved in the credits. And while you do get some answers to the conspiracy, you can easily miss it because it’s locked by behind a choice between a friend and this mysterious guy who looks sketchy. And this is important plot stuff that you’re missing out on. Not helped that when you beat the game, reloading only plays the ending scene again.It’s one of those thing that would’ve been better if you didn’t have a choice at all. Especially since there’s only one ending. Gameplay: How to describe this game. Think of one of those match-3 colour games where you can also move tiles around for a bigger reward, while also dealing with enemies that want to burn you. Basically, the bigger you get you’re combo, the more damage you can do depending on the spell. Blue for an instant hit, Red for a fireball, Yellow to electrocute the floor(handy for melee foes), purple for a slow moving ball that can make enemies slow, and Green to heal yourself. You can also get your friends to help with their own spells by arranging white tiles into certain patterns but I found it easier to use the basic spells as you just need to connect more than 3 for them to work And the enemies will keep you on your toes with guys that throw fireballs or ones that run in close to slash you and later on, a foe that can also use the same spells you use. The bosses are also a nice change of pace, bringing their own gimmicks and attacks to spice things up like the first boss blocking rows with fire and then chasing you in the dark. But I thought the 3rd boss was a massive pain cause not only does he summon a buddy to help him, but I think he misses up the tiles so you don’t know what you’re doing, and he can do the slow spell and with his buddy, got me cornered a few times. It was defiantly the low point of the game for me. So that’s the gameplay. What about the stuff in between the dungeons back in town? Not much disappointingly. Aside from talking to your friends and other NPCs, there are some side-quests but they mostly just fetch quests. The only two that did anything different were Cerisse’s puzzle quest and Horace’s combat quest since they were more of the game I thought was enjoyable. Doesn’t help that the game is very short with 4 dungeons. Presentation: We have some Visual Novel styled cutscenes here and the art work isn’t too bad. Sure they still look mostly human with a few exceptions like Horace but I even lazier monster people in my life. I mean they at least gave them inhuman feature’s like different skin color, tails, sharp teeth, horns. At least they didn’t just put cat ears on someone and say that’s a monster person. As for the overworld art, the school area looks nice but the dungeons themselves are very bland with the second one being the best looking with the brown bookshelves standing out from all the blue. As for the characters, they look so small and chibi that I just want to pick them up and hug them to death. Muisc is good too. Got some nice tracks to listen to as you play. Verdict: The gameplay is really enjoyable, but the short length and ending might leave you going, “Where’s the rest of it?” 6/10
Short game but it has a nice gameplay, very simple connect-3 but with its own originality by combining it with in real time combat
The World Next Door is a compact but stylish blend of visual-novel storytelling and real-time puzzle combat that thrives on atmosphere, character chemistry, and an imaginative sense of worldbuilding. Developed by Rose City Games and published by VIZ Media, it follows the story of Jun, a rebellious human teenager who earns a rare chance to visit Emrys, a parallel world filled with magic, masked citizens, and arcane traditions. What begins as an impulsive adventure with new friends quickly turns dire when Jun becomes trapped on the wrong side of the portal. With only a limited amount of time before her presence in Emrys becomes fatal, she must navigate mysterious shrines, uncover the secrets behind the realm’s shifting magic, and rely on her growing circle of allies to survive. Much of the emotional weight comes from the game’s visual-novel segments, where Jun explores the streets and outskirts of Emrys, interacts with its quirky residents, and deepens relationships through dialogue. The writing strikes a balance between youthful earnestness and a subtle melancholy that echoes the uncertainty of growing up. Jun’s companions—each with their own insecurities, strengths, and magical specialties—help make the world feel alive. Conversations feel warm and natural, and the branching dialogue choices give each player the opportunity to shape Jun’s personality, whether as a cautious outsider or an impulsive risk-taker. These interactions form the heart of the experience, grounding the magical setting in believable emotional connections. Contrasting the social segments are the shrine battles, where the game shifts from story to action-puzzle hybrid. Each shrine room becomes a grid of glowing runes, and Jun must match runes in real time to cast spells—offensive blasts, area-control magic, healing bursts, and other effects that depend on the runes she links together. Enemies roam the battlefield as Jun tries to balance pattern-recognition with quick mobility, creating a tense rhythm that merges match-3 thinking with action-game reflexes. The combat feels distinct from other puzzle games, not least because positioning matters; you’re not simply swapping tiles but actively moving across the arena to create and trigger spells. This system gives the game its mechanical identity, offering a refreshing twist on familiar puzzle logic. The presentation amplifies its strengths further. Emrys is rendered in vibrant colors, with streets lit by floating lanterns, shrine chambers bathed in eerie magical glow, and character portraits that highlight expressive eyes, bold silhouettes, and subtle anime influences. The soundtrack reinforces the blend of danger and wonder, with moody electronic pulses underscoring shrine battles and softer, atmospheric melodies accompanying exploration. Every part of the audiovisual design feels purposeful, helping the world feel cohesive despite its small scale. The overall tone suggests an urban-fantasy graphic novel brought to life, full of personality and style. However, The World Next Door is also defined by its brevity. Most players can finish the main storyline within a few hours, and while there are optional side quests and multiple dialogue routes, the overall structure remains tight. This concise design means the emotional beats sometimes feel rushed, with certain relationships and character arcs hinting at deeper stories that never fully unfold. The final act, in particular, arrives quickly and ends abruptly, leaving lingering questions about both characters and the mythology of Emrys. For some players, this open-endedness lends the story a bittersweet charm; for others, it may feel incomplete, as though the game is the first chapter of a larger tale that never materializes. The puzzle combat, though inventive, isn’t without limitations. Arena sizes are small, which can make later battles feel crowded and chaotic as Jun tries to dodge enemies while searching for rune matches. Spell variety is decent but ultimately limited by the simplicity of the grid-based system, and the lack of meaningful progression or unlockable combat abilities can make encounters feel repetitive by the end. Similarly, the balance between story and action will depend heavily on the player’s taste—those drawn to narrative may grow impatient with frequent shrine battles, while puzzle-oriented players may wish for more depth or complexity in combat. Even with these shortcomings, The World Next Door succeeds as an emotionally resonant and aesthetically engaging indie experience. Its charm lies in its sincerity: a small, heartfelt story about friendship, risk, and the desire to belong somewhere—told through expressive art, memorable characters, and a unique gameplay loop that blends thought and action. It doesn’t aim for epic proportions; instead, it offers a compact, polished experience that feels personal and distinct. For players who appreciate narrative-driven games with inventive mechanics, and for those who enjoy the fusion of anime aesthetics with modern fantasy themes, The World Next Door stands out as a short but memorable journey into a beautifully imagined parallel world. Rating: 7/10
Хорошая игра, жаль заканчивается на самом интересном.
Love the game, it has a good story and decent gameplay, the puzzles are good enough. It's very short, so I'd recommend if you wanna spend between 4 or 5 hours playing it, worth it's price, specially on discount.
It's a short match-3 game with interesting characters. I found the ending to be odd.
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