Inverness Nights
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It's the Heian era. Our heroine Sumire, who has always had a mysterious power, got lost in the forest when she was younger but was saved by an unknown boy. Today, she returns to that forest to practice her dancing. However, in the forest, she meets a mysterious man with wings on his back - a tengu! A kitsune spirit appears to protect her but, with which side will she side..?
I want to be stronger than anyone! In a world under the menace of a ghost, who will you end up falling for...? This is the Heian period. Our protagonist would rather be strong than feminine, and thus she's trated like a weirdo. However, once she meets the man everyone in palace has been talking about, her destiny will start to change!
Follow Van Gogh letters and paintings in his Yellow House until his breakdown.
"Life is like a waiting room, except people don't leave in the order they enter." Japan in the 1970s. Before the first hospices were established in the country. A boy grows up helping the family business, a senior citizen's home. Regularly skipping school to help at home, he gets left behind a year in school. One day, he meets a girl that had also been left back, and they become friends. This is a story about two kids growing up. About the wall between those leaving, and those left behind. It is about the origins of the Seventh Floor hospice. And finally, the origins of "the rules".
First part of Un Presagio de Huesos, where the promises of the old witch of the swamp are told and the Hero is presented with the ultimate temptation. Play, O muse, the story of the futile hero; the story about the struggle against heaven and earth that cost the lives of countless orphans, brought a brother from the abysses of the confines to the borders of the Dream and made the rivers of the continent red.
You play as Basil, a young boy lost in forest of watchful trees and unfriendly guides. In a harsh storm, his only sanctuary is a seemingly abandoned mansion. He doesn't know if anyone or anything currently haunts these walls, but there is one thing he can conclude: He shouldn't have come here.
The brief story of a fortune-telling rat and small-town intrigues. May the wheel of fortune spin in your favour!
A maiden game set in the Navy during the Russo-Japanese War. The number of captures is three. There is a quiz in the mini-game. Playtime is about 7 hours. Live performances are also welcome!
An ordinary second-year high school student is on a class field trip to Kyoto, the heart of traditional Japanese culture. One night, as a penalty for losing a game to some of his friends, he is forced to attempt to sneak into the girls' bathing area to peep on them. However, he is caught, and falls into the bath, suddenly being surrounded by a strange light. When he comes to, he finds that he has somehow been transported back in time to the late 12th century, at the twilight of the Heian period of Japanese history. Having been dragged into this crucial historical period, he is forced to come to terms with what to do, while also struggling to understand why he was transported back eight centuries in time... Shoujo Yoshitsuneden (lit. The Tale of the Yoshitsune Girl) is a tactical RPG with romantic & visual novel elements. The game's structure is broken up into chapters, and the story is primarily told in the visual novel format, with battle sequences being interspersed throughout. The (nameable) protagonist can also pursue relationships with the various heroines, and the game's ending hinges on which one the player has chosen to become the most intimate with, making for six possible endings.