About this game
The cursor just sits there, blinking. She asked what I think of her new choker, the one with the little silver spider, and I have three dialogue options. None of them are "I want to see if that choker leaves marks on your neck." A massive oversight in game design, if you ask me.
This is a prototype, a neighbor simulation thing, and it wears that label proudly. The art is 2D, rough around the edges, but the goth girl next door has an ass that the artist clearly spent 90% of their time on. I respect those priorities. The whole thing feels like a visual novel that forgot its clothes at home. You click through text, you make choices, and she reacts with this deadpan expression that somehow makes everything hotter. There was a moment where she leaned over to grab a book and the angle was just... I forgot to breathe for a second. The dialogue can be clunky. Sometimes it loops in a way that breaks the illusion, like she's a very sexy, very pale robot stuck in a greeting cycle. I wish there was a way to just skip to the good parts, but that's not how these things work. You have to earn it, I guess. Or click enough times. Same thing, really.
I ended up picking the option about her music taste, some band I've never heard of, and she actually smiled. A tiny crack in that goth armor. Then the demo ended. Right when her hand touched mine on the screen. I stared at the "to be continued" for a solid minute. For a dating sim that's barely held together with code and good intentions, it got me. It's like finding a dirty magazine drawn on notebook paper. The rawness is the whole point.