Popular games published by company Sweets

27.05.2005

Gift is a story that revolves around high school student Amami Haruhiko and his strong connection to Gift's mysterious power. The town of Narasaki-chou, where Gift's story takes place, has two distinguishing characteristics: a rainbow that seems permanently fixed in the sky no matter the weather, and an ability known as Gift possessed by all its inhabitants. Gift's power can only be evoked by each person once in a lifetime, and is able to grant a single miracle. To be successful, a Gift must reflect the shared feelings of both the giver and the receiver. If the feelings are not mutual, the Gift is distorted and has the ability to wreak havoc on the surrounding area. When this happens, a black streak appears in the rainbow above town until Gift is used correctly.

07.08.2008

The gameplay in True Tears requires little player interaction as much time is spent on reading the text that appears on the lower portion of the screen, representing either dialogue between characters, or the inner thoughts of the protagonist. Before the beginning of every week in the game's storyline, the player is given the option to plan a schedule, and is allowed to pick and view any three days of the given week. Different events occur depending on the days that the player chooses. Every so often, the player will come to a "decision point" where he or she is given the chance to choose from options that are displayed on the screen, typically two to three at a time. Depending on which choice the player makes, the "tear points" of the heroine associated with the events of the day would either increase, decrease, or remains the same. "Tear points" act as a system notifying the player how well he or she is treating a certain character. If a character's tear points exceed the maximum amount of eight, her ending is rendered inaccessible during that specific playthrough. There are multiple plot lines that the player will have the chance to experience. To view all of the plot lines, the player will need to replay the game multiple times and make different schedules and choices during decision points to progress the plot in an alternate direction.

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27.09.2007

Saishu Shiken Kujira's gameplay requires little interaction from the player as most of the game's duration is spent reading the text that appears on the game screen, which represents either dialogue between the various characters or the inner thoughts of the protagonist. After progressing through the text, the player will come to a "decision point" where he or she must choose from multiple options. The time between these decision points varies. Gameplay pauses at these points and depending on which choice the player makes, the plot will progress in a specific direction. With the consumer ports, if an undesired choice was selected, there would be an option to rewind the story to correct the mistake. However, if the player reaches a bad end to a storyline, the player does not have this option and must reload the game at the last saved point.