
A short meta story about the struggles of procrastination, and never finishing the things you start. Help motivate me, and give me the confidence I need to finish something.
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Languages: English, French, Spanish - Latin America, Simplified Chinese
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This experience was pretty good to be perfectly honest. I'm not the best when it comes to reviews but I would make the same positive review like one made from 8bitbeard and Gyebi.
To Make a Game is a compact and deeply personal visual novel that turns the anxiety of creative work into the foundation of its story. Instead of constructing a large fictional universe or relying on complicated gameplay systems, it focuses on something much more ordinary and relatable: wanting to create something while repeatedly struggling to find the motivation and confidence to finish it. The concept is deliberately self-referential, since the story reflects the creator's own experiences while developing the project itself. TheBluePenguin serves as both developer and publisher, which strengthens the feeling that this is an individual artistic expression rather than a conventional commercial production. The story places the player in the unusual position of encouraging someone who is having difficulty completing a game. Procrastination, uncertainty, lack of confidence, and the fear that creative effort might ultimately amount to nothing become central parts of the narrative. Some events are dramatized and the branching possibilities prevent the experience from functioning purely as an autobiography, but the personal foundation remains obvious. The result feels almost like an interactive conversation with a creator during a period when enthusiasm and self-doubt are constantly competing against each other. Gameplay follows a straightforward text-based visual novel structure. Reading and making decisions form the majority of the interaction, with player choices helping determine how the conversation develops and which conclusion is reached. There are multiple endings, giving the choices a meaningful purpose despite the relatively small scope. Rather than testing reflexes or strategic ability, the game asks players to consider how their responses might influence someone dealing with creative uncertainty. It is mechanically simple, but that simplicity prevents unnecessary systems from distracting from the emotional subject at the center of the experience. Its extremely short length is simultaneously one of its defining characteristics and its biggest limitation. A complete playthrough can take only a small portion of an hour, although exploring alternative decisions and endings can extend that somewhat. Players expecting a substantial visual novel with hours of dialogue, numerous characters, and complicated narrative routes will therefore find the amount of content limited. However, the brevity also suits the concept. This is essentially an interactive short story built around one specific emotional struggle, and stretching that idea across several hours could easily have weakened its impact. The pixel-art presentation gives the experience an appropriately modest identity. Rather than attempting visual spectacle, the graphics support the intimate atmosphere and reinforce the impression of playing a highly personal independent project. There is a certain thematic charm in seeing a relatively small game discuss the difficulty of making games in the first place. The restrained visuals consequently feel less like a production limitation and more like part of the overall character. Atmospheric audio further supports the introspective mood, helping scenes carry emotional weight without overwhelming the dialogue. What makes the premise particularly effective is the relationship between the story and the finished product itself. The narrative deals with uncertainty about completing a creative project, yet the player's ability to play it demonstrates that the project was ultimately completed. That creates an interesting layer of meaning beyond what is explicitly written. The game itself becomes evidence of overcoming at least some of the hesitation and procrastination that inspired it. For players who have struggled to complete writing, artwork, programming projects, music, or other personal creations, this aspect can make the experience surprisingly relatable. Its weaknesses largely come from its intentionally narrow ambitions. Character development is limited, mechanical variety is minimal, and there is little room for the narrative to build the kind of complexity associated with longer visual novels. Players primarily interested in gameplay systems may find very little to engage with. The experience works considerably better when approached as experimental interactive fiction rather than as a traditional game. Its value comes from its ideas, atmosphere, personal perspective, and the unusual way its existence reinforces its message. Steam Deck compatibility should be approached with reasonable expectations. The game does not have a prominent official Steam Deck compatibility classification confirming a fully Verified handheld experience. However, its fundamentally simple visual-novel design, consisting primarily of text reading and choice selection, makes it the type of lightweight game that may be practical to run through Steam Deck's compatibility environment. Players should nevertheless treat this as unofficial compatibility rather than guaranteed native Steam Deck support, and minor control, display, or Proton-related adjustments may be necessary. Ultimately, this is a tiny but thoughtful piece of interactive storytelling that uses its limited scale effectively. Its greatest accomplishment is not mechanical sophistication but the way the development process, narrative subject, and completed game reinforce one another. The themes of procrastination and creative insecurity are familiar enough to extend beyond game development, while the branching structure gives players a small degree of influence over how those feelings are confronted. The experience will inevitably be too brief and mechanically sparse for some audiences, but players who appreciate personal, psychological, and experimental visual novels can discover something unexpectedly sincere within its short runtime. Rating: 7/10
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
6/10
「明日から本気出す」 そう甘えてしまうのは日本人だけではないようです。 ストーリーは「なんかゲームを作りたいんだよね~」と口だけ達者な主人公にちゃんと作品を作れるようにやる気を出させるお話。 自己啓発みたいな内容ですが、アイディアだけが先走って結局何も行動を起こさない主人公が自分自身を見ているようで他人事と思えません。 やる気を出す/出させるにはどうすればいいかのヒントがあるかもしれません。短くまとまっている良ストーリーだと思います。 あまり難しい英語ではなく、長くもないので英語に慣れる練習にもなるかもしれません。
fun little story. my name was robert paulson.
relatable
Je vais être un peu dur, mais ça me paraît juste au vu du nombre un peu exagéré de commentaires positifs comparé à ce qu'est vraiment ce jeu. Lorsque, au bout de 15mn, je suis revenu à l'écran titre de façon abrupte, je me suis dis "Woa il se passe un truc inattendu ! Il va se passer quelque de différent ou une suite quand je vais relancer le jeu ?" Et en fait non... le jeu est vraiment très très court J'ai aimé la thématique qui me parle, mais j'en viens à conclure que si il faut calmer ses ambitions pour aller au bout de la création d'un jeu, il en faut un minimum pour qu'il aille au bout de ce qu'il veut proposer et qu'il ne déçoive pas. Je m'attendais vraiment à ce que l'histoire continue sur la thématique de la persévérance au jour le jour pour se motiver etc, mais finalement on se contente de quelque de non fini qui est vendu tel qu'il est.
Es un juego muy breve con el que es fácil relacionarse. Me gustó mucho.
If you feel that the "creativity problems" painted in this game apply to you then I highly recommend reading The War of Art from Steven Pressfield.
simple, pero directo. detalla un problema que parece que solo lo tienes tú, pero en cierta medida lo tiene toda la generación de adolescentes/jovenes actuales. mu bonito
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