Archive for the Yuri Game Category


A Tithe in Blood

June 25th, 2025

A woman with long silver hair wearing a yellow kimono, holds hands with a woman with long, dark-hair, wearing a blue jacket over a white blouse, as they lay head to head in opposite directions.by Ashley P, Guest Reviewer

As I desperately try to get more of my friends to try out visual novels I often emphasise the ‘novel’ part and not really mentioning or even reducing the ‘visual’ part. This is a bit of a disservice because some of the most affecting visual novels I have read have merged both fantastic prose to the rhythm of matched visual elements such as sprites and artwork to create an experience that matches the fun of any comic or puppet performance. I’m not talking about just having good art or sprites, but using those visual elements to create a feeling unique to the medium.
A Tithe in Blood is a recent new visual novel from Studio Élan and it is easily their most visually appealing game yet. Showing a levelof craft that I wish more games would strive for.

Asakawa Honoka is a Sapporo resident and university student who has tragically lost her family. Her despair and loneliness has led to an obsession with the blood magic writings of actual Renaissance poet Isabella di Morra. As long as she is willing to spill her own blood, Honoka can journey to seemingly Meiji era Sapporo and meet with the kind and graceful performer Yasue.

The withdrawn and depressed Honoka finds herself inexorably drawn to the sociable Yasue who performs whole kabuki plays on her own thanks to her incredible illusion magic. But to visit this alternate Sapporo, Honoka must pay a very literal blood tithe. This frequent bloodletting puts such a strain on her body that Honoka’s life continues to deteriorate even as she falls deeper in love with Yasue.

This enmeshment of both the healing power of connection after grief and the draw of control that self harm can bring is the core of the story and it is what gives Yasue and Honoka’s relationship so much bite. Honoka is so clearly happier when she is with Yasue but the only way to see her is for Honoka to hurt herself.

So often in stories about self harm the reader is not given a way to understand how this fundamentally bad idea can be so seductive. In A Tithe in Blood the whole yuri we are here for comes with a clear cost to our main character.

The high definition artwork and fantastic sprite direction that makes every interaction between Honoka and Yasue so wonderful is also used to show us Honoka’s scared arms. The perfect use of sprites and high definition artwork used to show Honoka and Yasue walking together in a cute scene is used to show the painful magical journey Honoka took to get there.

If that was the full story of this novel then I would have nothing but praise. The only issue is that the above is only about half the story of A Tithe in Blood. This is not bad in of itself. The other part is more of a magical underworld/detective story staring three other characters hired to observe Honoka. We get a beta couple in Tatiana and Kaoru, along with another narrator in Shino. I have no complaints about these characters, in fact, they are so charismatic I hope there is a sequel with more magical detective shenanigans with everyone. The downside is that the theming from this half that is more of an urban fantasy, does not match with Honoka’s story. If anything it reduces Honoka’s pain and it plays up misunderstandings between the two groups in ways that detract from the drama rather than intensify it.

Other than that though this is easily the most beautiful visual novel ever produced by Studio Élan who I hope continue to raise the bar into the sky.

Ratings:

Art – 9
Story – 6
Character – 8
Service – 1
Yuri – 9

Overall – 8

I truly hope we get a sequel or spiritual successor to A Tithe in Blood, so that the team can really show off what they are capable of.

Thank you very much to Studio Élan for the review copy!





LOVE CURSE: FIND YOUR SOULMATE

June 11th, 2025

by Pawel Cybula, Guest Reviewer

Rarely does it happen that I play all the routes in a non-kinetic visual novel. Instead, I usually choose one path and deem it my “canon,” with little need to check the remaining options. Even more so if they lead to bad endings, my main reason for playing being so-called “cheerful escapism.”

So it attests to the strengths of the game Love Curse: Find Your Soulmate by the Chinese developer Xso that I explored its every branch and even returned to some of my favorite parts later. Although not without flaws, it turned out to be both narratively engrossing and of high production value.

The story follows Selene (a default name that can be altered at the start), a college student who miraculously avoids a car crash and discovers that she has only one more year of life left unless she finds a soulmate. As fate decrees it, four women soon appear in her life:

Iris – the student council president.

Veronica – the CEO at the company where Selene interns. 

Eleanor – a twin sister of a lackadaisical fellow student, who often attends classes in her stead.

Nyx Xia – Selene’s childhood friend who’s just moved next door.

There are also non-romanceable but still endearing side characters: Selene’s best friend Megan, her guardian angel Phoenix and the cat demon Bell. In contrast to the love interests, those characters (and Selene herself) are not voiced.   

Without entering the spoiler territory, one thing I find striking is the fact that Iris’s and Veronica’s routes remain perfectly realistic, while Eleanor’s and Nyx’s stories at one point delve into the realm of the fantastical, with themes such as reincarnation, demon-banishing and Daoist cultivation. All routes do a good job portraying the gradual development of a given relationship (through one “date” per month plus text messages) and then sudden complications stemming from family backgrounds (Iris and Veronica) or past lives (Eleanor and Nyx). I found all of them engaging and moving, and not without a pinch of humor. Although I prefer narratives solidly grounded in our reality, I was able to also enjoy the “supernatural” routes, which possess the advantage of having stronger ties to the True Ending, which can be reached after unlocking all the good ones.

The relationships are portrayed through a series of slice-of-life scenes, leaning towards the cute, romantic or dramatic, depending at which point of a particular route you are. The creators mix it up pretty skillfully and for example in Victoria’s rather serious route you may encounter a few hilarious moments, like when Selene gets caught red-handed while drawing Victoria’s chibi portrait during a company meeting. There are also palpable dark undertones, which come to fore if you find yourself on a bad-ending path. And if you do, it becomes full-on toxic, with triggers that include death, imprisonment and forced marriage. As I mentioned, I am not the target audience, but I think the bad endings are done well and if you enjoy this kind of thing, you shouldn’t be disappointed. Obviously, I liked the happy endings more since in each of them Selene finds herself with a partner of her choice in a healthy relationship based on equality and understanding, and the closing moments are inherently sweet and uplifting.

From a technical point of view, this is a well-made product. The sprites are beautiful, with modest but appealing animation, the backgrounds and music foster immersion, the voice-acting is definitely above par. The addition of a simple text messaging section allows pleaders to get a peek into how the relationship develops in the time between Selene’s dates with a chosen partner.

The translation, very often a weak point of Chinese VNs, could be described as being “ok.” Most of the time, it feels natural enough and without any glaring errors. However, there are moments that cause confusion, among them the annoying tendency to use “okay” as a synonym of “yes.” It leads to unintentionally comical situations, like the one in which, when asked if she still has feelings for her love interest, Selene answers with an enthusiastic “Okay!”

Another disadvantage may be the fact that all the most dramatic developments take place during the final part of a route, which makes the endings feel a bit rushed – even more so as the routes are rather short in the first place (around 5 hours to complete). However, facing a choice between a VN that could be longer and the one that outstays its welcome, I’d always go for the first option. Therefore, I don’t consider it a serious drawback – especially as the game was apparently made by a small studio, probably on a limited budget. If this is their first foray into the world of yuri VNs, I’d say it’s a pretty impressive one. 

Ratings:

Art – 8  A pleasure to look at.
Story – 8 Your opinion of each route may vary depending on your taste for the realistic, toxic and fantastical.  
Characters – 7.5 Each character is worth getting to know and the supporting cast is strong.   
Service – 3  All ladies are very pretty, a few CGs show two characters kissing.
Yuri – 8  It takes time for the romance to start burning, but when it does, it burns bright.   

Overall – 8

 




Renai Bakudan

May 7th, 2025

Title card for Renai Bakudan, with a pink neon outline title over a bomb shape, and 6 different characters looking at us. Guest Review by Patricia Baxter.

After spending two long years in prison for protecting her best friend, Juri Kido is at a loss of what to do next. Juri’s older sister, and only remaining family, has made it very clear that she wants nothing to do with her, and her worldly possessions only amount to the clothes on her back and a paltry assortment of personal items. There is only one thing that Juri is sure of, and that’s her best friend Chihiro “Ten” Tenma, the same friend she saved two years ago. Ten has a home in the Japanese coastal town of Akiyama, and has offered Juri a place to stay until she is able to get back up on her feet again. Juri is deeply grateful for her friend’s kindness, but is also understandably worried about her future prospects, as having a criminal record will no doubt make job hunting all the more difficult. But what Juri doesn’t know is that Akiyama is no ordinary town; this is the place where she will meet her soulmate. And in the midst of all of this is the love hotel that will turn Juri’s life around: Hotel Bakudan.

Renai Bakudan is the newest yuri visual novel developed by Noodletub Games, whose previous titles all focus on romantic relationships between sapphic women. It is also a sequel to Love Bakudan, which also takes place in Akiyama, but thankfully knowledge of the previous title is not necessary to play and understand Renai Bakudan. The game is a semi-kinetic visual novel in the sense that there is no way for the player to fail whichever route they choose to play, but there are four segments that are sprinkled throughout each route that allow for some player interactivity: two Hotel Bakudan work shifts and two “Explore Time” interludes. The two hotel shifts have Juri selecting a hotel room for the various quirky clients, and their even quirkier kinks, to best suit their needs, while Explore Time has her explore Akiyama and see how the rest of the cast is spending their free time away from the central narrative. If the player correctly navigates these four sections they will gain four original erotic stories that they can read in the “Extras” menu, and finding all four in the route will unlock a special erotic novel that focuses on different side characters, along with some extra scenes. That being said, you can intentionally fail or skip these sections if you have already gotten a novel or just want to progress, and the game will not punish you. Each romance route takes somewhere between three to four hours to read depending on your reading speed. The types of sexual activities the player can experience are clearly labeled on the game’s Steam and itch store pages, including highlighting which route engages in BDSM, Mirai Mishima’s route, so they can make an informed choice based on interest and comfort level.

Renai Bakudan is a game that was clearly made with a lot of love and passion by the developers, which is evident in the game’s visual presentation. One example of this is how the game displays each of its romance routes in the form of “Beanflix”, a Netflix-inspired “film” lineup where the player chooses their route based on a film poster and description, visual flourishes based on “film genre”, and an opening title sequence. Other notable instances include whenever Ten goes on a livestream a Twitch-inspired chat is visible in the upper corner, Juri’s character arc being bookend by imagery of the cityscape overlaid by VHS scan lines, and one really impressive use of the user interface to showcase a character’s name in one of the routes. While the character designs did not grab my attention as much as other visual novels, I did appreciate that the cast was clearly composed of adult women with visible signs of age on their bodies. Three of Juri’s love interests are women in their thirties or older, which is a nice change of pace for the dating sim genre where women are typically relegated to their teens, twenties, or immortal beings that conveniently look visibly youthful.

Another area the game excels at is the amount of effort given to its large ensemble of characters. The cast, including the non-romanceable secondary characters, are each written with care and feel like genuine friends to Juri in each story route. While I wouldn’t go as far as to say they feel like “real people”, as the character writing leans into tropes those familiar with Japanese media can identify, they certainly remind me of the chaotic shenanigans that friends can get into, and they clearly always have each other’s best interests at heart. There are a couple of really standout characters in the game, especially Hazuki Mishima, who were written with such an impressive amount of depth they felt like they could be the protagonist of their own game. Some of the game’s routes, specifically Ten and Natsuki’s, feel like a perfect blend of romance and character development, where the couple, and their developing relationship, feel perfectly in tandem with the story beats. After completing them I genuinely felt like Juri had undergone a fulfilling character arc and that her love interests were able to showcase their ambitions and skills.

However, despite Renai Bakudan’s many strengths there are a few noticeable stumbling blocks into making it one an exemplary visual novel, particularly in terms of accessibility. At various points in the game I encountered negative visual stimuli that cannot be toggled off, which made it difficult for me to look at the screen. Natsuki’s route has an incidental scene at a karaoke where a disco ball is shown glittering, and while it only lasted a few seconds, it was still so intense for me that I had to put a hand in front of my face while it occurred. Dao’s route also has two back-to-back instances of intense screenshake during the climactic scene at the docks, which was dizzying and unpleasant. Having the ability to toggle off flashing lights and reduce screenshake would have been really beneficial for me, and I highly recommend that Noodletub Games keep these elements in mind when they develop their next game.

Another unsatisfying part of the game is that while there are some character routes that feel like satisfying conclusions to Juri’s character arc, some of them give the impression that Juri is just an incidental character in the story. This is unfortunate, since Juri’s character introduction really makes you want to root for her to turn her life around, so seeing her pushed to the sidelines while her love interest is the only one with meaningful character development is rather disappointing. Additionally, the romance route with Mirai Mishima left a bad taste in my mouth, not because of her professional as a yakuza or her BDSM sex scenes, but because multiple routes, including her own, showcase how constantly abusive she’s been to her younger sister, Hazuki Mishima. While Hazuki is far from a perfect person, like Juri she is shown to be a woman who wants to change her life for the better, and while she is able to do so in some routes, it usually involves leaving behind the little support network she was able to make for herself in Akiyama.

Like many romance games, your enjoyment of certain character routes is highly dependent on your personal interests in your prospective partner, and if you are interested in specific kinks. It will also depend on your willingness to take the game’s hard and fast developments, both in terms of the narrative and the interpersonal relationship between Juri and her partner, in stride. The erotic novels that the character can collect are a mixed bag, with the stories focused on original characters being typically flat and trope-y, while the novels focused on Renai Bakudan’s ensemble can feature some of the best written erotica in the game. There is also a side novel, Tokugawa Blues, that can be unlocked after the player completes their first route, which features a more in-depth look into the backstories of many of the yakuza affiliated characters in the game. While it is extremely impressive to see so much work to turn a work that was originally written as prose into a visual novel engine, complete with visuals and audio, if you are not interested in learning more about the characters, and do not enjoy descriptions of intense violence, I would suggest skipping it. Also, I found it odd that in a game that is entirely composed of sapphic women in both the ensemble cast and erotic novels, that there wasn’t at least one confirmed transgender woman in the game. Including trans women in a narrative that is entirely focused on showcasing the diverse range of stories that queer women can inhabit would have been an extremely welcome addition, and help make Akiyama feel more like the sexually liberated paradise that Juri lovingly extols.

Overall, Renai Bakudan is an extremely ambitious yuri visual novel that, while enjoyable, feels as though it is missing something that could have made it really exemplary. Noodletub Games clearly has the skill to pull off well crafted erotic visual novels, and write some extremely likeable characters, but I feel they could be better executed if their resources were spread across fewer character routes and significantly less extra reading material. If you’re looking for an erotic game, exclusively focused on sapphic characters with a lot of different character dynamics, you most likely won’t be disappointed, but if you’re looking for a title with deeper character development, you will probably find this to be lacking.

Renai Bakudan is available for purchase on Steam and itch.io for $19.99 USD, which equates to $25.99 in CAD.

Ratings:

Art: 9 (visual presentation), 7 (character designs)
Story: 6 – 8 (Varies based on route)
Characters: 5 – 9 (Some characters, like Hazuki Mishima, are extremely well written, while others are rather flat)
Service: Yes (This is an adult only visual novel with explicit sex by default. Mirai Mishima’s route has BDSM sex scenes, Dao Amarin’s route is for those with a mommy kink, one secondary character wears a maid outfit all the time, among many other discussions and depictions of sex)
Yuri: Yes (the entire cast is sapphic women)

Overall: 7

Erica here: Thank you to Noodletub Games, for the review copy of Renai Bakudan. ^_^





The Expression Amrilato

April 23rd, 2025
A game cover image shows a split screen of two girls back to back in frilly white dresses, holding hands, in two different worlds, one with a blue sky, one with a pink sky.Guest Review by KatGrrrl
 
The Expression Amrilato is the first visual novel by Yuri developer SukeraSparo, initially released in Japanese in 2017 and localised into English and Chinese by MangaGamer. The original Japanese-only version is available on Windows, Android and IOS whilst MangaGamer’s release—which this review will be covering—is available on Windows, Linux and Mac OS.
 
The Expression Amrilato tells the story of Rin, a high school girl whose life is upended when she suddenly finds herself in a strange world only slightly different than her own, where the sky is pink and everyone around her speaks an unfamiliar language. Lost and confused, Rin is saved from despair by a girl named Ruka who knows a smattering of Japanese. Conversing with Ruka, Rin learns that in this world people speak a language called Juliamo (a fictionalised version of Esperanto), and with the help of Ruka and a woman named Rei, she sets about mastering this language in order to most effectively communicate with those around her.
 
I didn’t run into any major issues on the technical side. The game runs nicely in both windowed mode and fullscreen. All language options are available in the game’s settings menu and the store page on Steam even encourages playing the game in Japanese or Chinese to help learn those languages. The game does have full controller support, but there isn’t a button layout guide and the menus aren’t designed around it, so I found myself only using a controller for advancing text and used a mouse for menus and lessons. Also, the only way to exit the game when playing is to go to the settings menu first in order to go to the main menu so you can exit the game, which is slightly confusing.
 
The English translation reads excellently, which is doubly important in a game that teaches you an entire other language. Naturally, there are a lot of misunderstandings and puns involving Japanese and the translation cleverly approaches this by selectively rendering the Japanese word in romaji above the English translation, a bit like furigana. Gameplay is largely linear, with only minor choices until near the end where it diverges into the game’s three endings. There are also the Juliamo lessons which are optional and can be turned on or off in the settings, though I recommend keeping them on for the best experience. The soundtrack is sufficiently earwormy with the opening theme song being a particular standout, a pop rock tune sung by Sagara Kokoro (aka 556t of kairo) with composition and arrangement by RYU of BLOOD STAIN CHILD. A full instrumental version plays in the main menu, so you can enjoy RYU shredding a wicked guitar solo as you fumble around in the settings. The game has full voice acting, including spoken Juliamo which greatly adds to the worldbuilding. The voice acting is largely excellent all round, with my only gripe being some of the native Juliamo speakers sounding a bit too stilted for what you’d expect of a native of a language, but this a very minor complaint. The art is solid, with the perpetually pink sky giving off an almost exotic vibe to what is an otherwise equally mundane world as ours, which feels quite fitting for Rin’s perspective. I particularly liked the surprised reaction sprites for Rin and Ruka, they’re very goofy and cute.
 
Juliamo. What is Juliamo? Juliamo is a fictionalised version of the real constructed international auxiliary language Esperanto, created in 1897 by a guy named L. L. Zamenhof. Constructed means the language was consciously devised for a purpose instead of developing naturally, and for Esperanto that purpose is for communication between people who do not share a first language. So what’s the differences between the fictional Juliamo and real Esperanto? The main one is the script. Esperanto uses the familiar Latin alphabet whereas Juliamo uses its own fictional one, albeit heavily inspired by Latin with a side dish of Greek and Japanese. The other differences are Juliamo has some additional vocabulary and small changes to grammar as mentioned in a splash screen every time you boot up the game. As I am not an Esperanto speaker, I can’t pinpoint the exact differences here unfortunately, but the game was supervised by Japan’s National Esperanto Association so rest assured that the majority of what you learn is proper Esperanto. Sure enough, I checked out some Esperanto resources after finishing the game and a good chunk of early vocab and grammar I recognised from what I had learnt ingame. The game teaches you through both lessons and the narrative. The lessons are minigames where you memorise a bunch of vocab and match them with the translation and this is where you learn the majority of vocab. These lessons can be accessed at any time from the main menu for additional study, and you’ll need it if you want to do the optional quiz for the final lesson as the vocab list is simply way too long to memorise in a single sitting. Grammar is taught through the narrative where you effectively study alongside Rin, but unlike vocab you’ll never be quizzed on it. There’s a good chunk of Juliamo dialogue early on in the story that by design the reader likely won’t understand, so taking the time to study Esperanto independently can reward you with an interesting new experience on a second playthrough.
 
Outside of the language difference and the pink sky, the world of The Expression Amrilato isn’t much different from ours. One of those similarities is social and systemic discrimination, which now extends to the vizitantoj—those who are isekai’d into this world like our protagonist Rin. Vizitantoj are essentially immigrants. The government provides a scheme for vizitantoj which includes a stipend and store discounts, but we are told these benefits have recently been the subject of major cuts (which very much made me think of the UK’s recent cuts to disability benefits.) We are also told of shop owners charging higher prices for vizitantoj and—the most relevant of these to the story—school bullying.
 
 There are three main characters in The Expression Amrilato. The first is Rin, our protagonist and a vizitanto who frequently considers herself boyish, particularly in contrast to Ruka. She isn’t overly adept at learning languages, wishing she put more effort in learning English at school. This is most evident by how she often speaks in Japanese to people she knows won’t understand her, and for those who do understand to some degree, she rarely attempts to consciously speak slower so she can be understood easier and occasionally slurs her words without realising she is doing so. This can be both equally amusing and frustrating to watch and there definitely were a few facepalm worthy moments (how do you accidentally buy an apple instead of a potato? just use your eyes?), but most importantly it adds to the misunderstandings between Rin and Ruka which naturally results in a plentiful of Yuri situations. These misunderstandings all strike the right balance of being sufficiently amusing and cute without veering into downright uncomfortable territory. Speaking of cute, Ruka. Rin frequently gushes about how cute she is from the moment they first met. She speaks some Japanese, enough for basic communication with Rin but little enough that she is a mystery in a lot of ways for much of the story. One thing that isn’t a mystery is that she is very fond of Rin from very early on, but she struggles to effectively put her feelings into words, something that is difficult even when you speak the same native language. Rin too clearly develops feelings for Ruka early on. This ties into the central theme of the story—language—neatly, as we follow these two girls as they work to find their own expressions to convey their love. 
 
Our third character is the librarian Rei who mainly acts as a teacher to Rin. She is unfortunately the weakest part of the story. Initially she appears to not know any Japanese, however it slips during a heated argument with Rin and following this she starts teaching Rin. My problem with this is that at no point in the story is there a reason given for why she withheld her knowledge of Japanese from Rin. Especially given her job responsibility in working with vizitantoj, it comes across as extremely irresponsible. Maybe this is the intended reading of her character, but even so it doesn’t really fit the general atmosphere that the rest of the story goes for. I reckon this is all simply for narratives sake to force Rin to study with Ruka early on in the story, but have Rei later on for the more difficult stuff. And certainly, Rei does often act as a matchmaker between the two, not that this interpretation makes her actions any less irresponsible.
 
 The story is mostly paced well, though there is a bit of lull in the middle where Ruka isn’t present as much, and at times it feels less like you’re reading a Yuri story and more like you’re back at school (whether this a good or bad thing, you decide.) The story splits into three endings, one bad ending and two good endings. After I first reached one of the endings, I initially didn’t even realise that there were any other endings as there is no ending counter or similar in the menus. It was only when I saw CGs I didn’t remember getting in the now unlocked CG gallery did I look up an ending guide online to make sure I wasn’t suffering severe memory loss. The first of the good endings I got seems like the true ending as it results from making what seems like the best possible choices and I believe it’s where the sequel continues from, and while it was satisfying as far as the Yuri is concerned, it seemed a little underwhelming as a climax to story. The second good ending however was more of the climax I was expecting. I think one big singular ending which combines the best of both would’ve worked better.
 
Art – 7
Story – 8
Characters – 7 (8 for Rin and Ruka, 5 for Rei)
Service – 2 (one mildly revealing bathing CG)
Yuri – 8
Overall – 8
 
If you’re a language nerd, a Yuri fan or most importantly a language nerd Yuri fan, I thoroughly recommend this delightfully unique combination of Yuri and language learning.
KatGrrrl finds herself getting more addicted to Yuri by the day. Socials at linktr.ee/katgrrrl




Girls Made Pudding

April 16th, 2025

A view of a winding highway, surrounded by green hills, A girl with long silver hair in a long black tee shirt leans on an old military motorcycle, a cat-girl with purple hair wearing a maid's uniform, holding a pot with a leek in it, stands in the foreground looking at us over her shoulder.By Christian LeBlanc, Staff Writer

Girls Made Pudding is an adventure game and visual novel from Kazuhide Oka and KAMITSUBAKI STUDIO, which just came out on April 10th for $9.99 US (but is currently 17% off until April 23rd). It is available on both Steam and on the Nintendo Switch Virtual Store; this review is of the Nintendo Switch version.

Joining the ranks of Japanese Yuri-adjacent media featuring girls riding around on bikes together (Super Cub) at the end of the world (Girls’ Last Tour), Girls Made Pudding is a soft, gentle game about the end of the world and the last few remaining humans in it. Also, it’s an exploration of intersubjectivity and shared realities. Also, it’s about pudding, made by girls.

Aside from briefly showing you how to use the camera and move the characters, the game tells you little about how the game works (aside from some tips on loading screens), so for the first little while, you’ll be figuring out the mechanics as you go (muscle power and brain power both deplete as you accomplish certain tasks, while your hunger meter constantly ticks down, and you also have a time meter that marks morning to night).

Cooking two-or-three-ingredient meals not only replenishes your meters, but is also the way to unlock certain conversation topics. Girls Made Pudding is a visual novel, you see, but instead of passively clicking a button to advance the story, you’re riding around on a motorbike exploring deserted towns, collecting recipes and ingredients, finding places to spend the night, and dealing with obstacles in the road (including groups of cats you can pet to restore your brainpower). Zooming forward is what advances the conversation, so you’re always on the move.

When I first started playing I was worried about getting lost and whether I should be making maps, but it turns out you’re always in one of several types of locale (forest, countryside, city, seascape, factory area) that repeat. Houses with items replenish their stock when you return to an area later, so it is impossible to get lost or miss something important.

You can change the difficulty so that your meters don’t deplete, but it’s so low-stakes you may as well leave them on, just to make the game feel a little more like a game. One time I used up all my brainpower and the girls just decided to finish their day early, which meant I had to re-start a conversation I’d been in the middle of. No game over screens. I did reach a game over scenario once from a conversation path I wasn’t supposed to go down, but I was able to continue from a better spot and not lose any progress. I didn’t even have to worry about branching storylines or alternate endings; again, low stakes.

To accompany these low stake adventures and conversations had while zooming through deserted neighbourhoods, there’s a beautiful guitar score (with the odd math rock flourish) by Daijiro Nakagawa that, along with the lovely art and character models by Zumochi, gives the entire game a pleasantly cozy feel.

Which brings us to our characters: Nikomi is a cat-girl in a maid outfit who drives the motorcycle, cooks, and goes with the flow, and she is riding with no-nonsense, white-haired Sumibi. Very early into the game, Nikomi expresses how she thought the two of them were dating to marry, which Sumibi immediately shuts down; an exploration of what these two mean to each other takes place concurrently with the exploration of deserted locales and what happened to humanity.

And just what has happened to humanity? You’ll have fun puzzling this out as you go along, but all you’re given up front is that people just started disappearing. You do meet a couple of other characters during your travels who both shed light on what happened, and while the science behind the fiction may not always feel right, I recommend just going with it so as to catch the right feels from the social commentary that’s being made.

So, is this a Yuri game, you rightly ask? Yes, and no. But also yes. The game gives details about Nikomi and Sumibi and how they interact with each other, and I don’t wish to spoil any of that. I will say that the game definitely wants you to consider these two as a potential couple, and that a lot of cliches are refreshingly avoided as we observe how two people can be important to each other.

 

 

 

Girls Made Pudding does have a few rough spots: it can feel a little exposition-heavy near the end, and while the game does a decent job of giving you the right ingredients at the right time, you’ll occasionally find yourself driving longer than you should looking for an egg so you can cook some buchimgae on the side of the road so you can ask someone about a photograph (a common theme in Jack Kerouac’s On the Road, probably…I still haven’t read it). I’ve included instructions in the comments on how to beat one particular mini-game, because it is not at all intuitive. The translation also gets a little rough in places, especially in one late-game sequence where it labels the wrong character as talking, but for $10 you’re getting six to seven hours of entertainment, a mystery, some science fiction, some deep thoughts, delightful music and scenery, and some cozy Yuri content. And, a liminally wonderful lack of crowds.

There’s also a very cute and funny post-game sequence; be sure to play some more after you’ve beaten the game and then check through your inventory for something that wasn’t there previously, and that will trigger a hilariously self-aware conversation.

Art – 8
Graphics – 7
Story – 8
Sound – 9
Control – 7
Characters – 7
Service – none, unless just seeing a maid outfit does it for you. And/or cat ears.
Yuri – 6

Overall – 7

Get on the same wavelength as Girls Made Pudding, and you will find a fun Yuri game that gets you thinking about relationships and shared realities long after all the pudding has been finished.