NOTE : This is not mine, Segawa who made it, I re-upload it from Segawa's channel on they're nico video, take a look! --- www.nicovideo.jp/watch/sm28989052
@@julianne6985 hmm, I think there are certain flaws when talking about playability, but I think I'd be bad at expressing my thoughts on that, and there's also certain trait of the ending I got a problem with. The problem with the ending is how it only ends with just one character when the game focuses on all the characters and it's about feeling guilt for all the murders, the fact it ends with just one character for the ending feels wack, it's not a good closure to the dream world. Ohh and with the soundtrack, the loop of the majority of the tracks bothers me, and I don't like bosses's themes being used on random fights. Maybe I got other problems that don't come to mind right now. But anyways, none of those flaws will take away my love and obsession for the game.
This game really is like Proto-Omori in some ways, huh? :p And to think all of these wouldn't exist without Mother or Yume Nikki maybe, if not lots of other RPG Maker Horror classics like Ib, Witch's House and Mad Father, and so on. :p Sigh... honestly, other series a game like this reminds me of in particular is Elfen Lied, or maybe When They Cry like Higurashi. :p Lots of oddly mixed dark cute stuff that isn't necessarily a lie and actually makes sense, though sometimes it is, depends on the series, or the particular moment. :p I suppose it's kind of like The Legend of Zelda: Link's Awakening too in a way, but much darker, when ending the dream is more plot important than Yume Nikki and stuff too and what that means for a troubled hikikomori serial killer, or something. :p Someone who just wants a normal life and doesn't ever want to wake up, but has to... that's harsh. :(
After my playthrough, I see End Roll as a sort of anti-Omori, as the overall premise and its resolution (you could say, the "lesson") is in direct opposition to Omori. And yeah, now that you mention it, it does remind of games like Link's Awakening (so weird to have Zelda of all series here, such a great title). Its ending, including the Wind Fish' speech, the island vanishing and the credits roll, try to paint it in a "positive" way, or at the very least bittersweet, but it's not, it really isn't, it's a sad ending, not tragic like End Roll per say as the protag survives and is "happy", but at what cost. The credits roll of those three games, Omori, End Roll and Link's Awakening are very similar I would say, despite the overall taste of the ending being a great deal different in all of them, accompanied by a sentimental melody that inspires the player to reflect on their journey.