Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A

Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A
Нет игроков онлайн в Steam - это не определяет готовность одиночного режима · последнее известное значение, ещё не обновлено
848 дней назад
100% положительных
Русского нет · всего 4 языка
51 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
To Make a Game is a compact and deeply personal visual novel that turns the anxiety of creative work into the foundation of its story. Instead of constructing a large fictional universe or relying on complicated gameplay systems, it focuses on something much more ordinary and relatable: wanting to create something while repeatedly struggling to find the motivation and confidence to finish it. The concept is deliberately self-referential, since the story reflects the creator's own experiences while developing the project itself. TheBluePenguin serves as both developer and publisher, which strengthens the feeling that this is an individual artistic expression rather than a conventional commercial production. The story places the player in the unusual position of encouraging someone who is having difficulty completing a game. Procrastination, uncertainty, lack of confidence, and the fear that creative effort might ultimately amount to nothing become central parts of the narrative. Some events are dramatized and the branching possibilities prevent the experience from functioning purely as an autobiography, but the personal foundation remains obvious. The result feels almost like an interactive conversation with a creator during a period when enthusiasm and self-doubt are constantly competing against each other. Gameplay follows a straightforward text-based visual novel structure. Reading and making decisions form the majority of the interaction, with player choices helping determine how the conversation develops and which conclusion is reached. There are multiple endings, giving the choices a meaningful purpose despite the relatively small scope. Rather than testing reflexes or strategic ability, the game asks players to consider how their responses might influence someone dealing with creative uncertainty. It is mechanically simple, but that simplicity prevents unnecessary systems from distracting from the emotional subject at the center of the experience. Its extremely short length is simultaneously one of its defining characteristics and its biggest limitation. A complete playthrough can take only a small portion of an hour, although exploring alternative decisions and endings can extend that somewhat. Players expecting a substantial visual novel with hours of dialogue, numerous characters, and complicated narrative routes will therefore find the amount of content limited. However, the brevity also suits the concept. This is essentially an interactive short story built around one specific emotional struggle, and stretching that idea across several hours could easily have weakened its impact. The pixel-art presentation gives the experience an appropriately modest identity. Rather than attempting visual spectacle, the graphics support the intimate atmosphere and reinforce the impression of playing a highly personal independent project. There is a certain thematic charm in seeing a relatively small game discuss the difficulty of making games in the first place. The restrained visuals consequently feel less like a production limitation and more like part of the overall character. Atmospheric audio further supports the introspective mood, helping scenes carry emotional weight without overwhelming the dialogue. What makes the premise particularly effective is the relationship between the story and the finished product itself. The narrative deals with uncertainty about completing a creative project, yet the player's ability to play it demonstrates that the project was ultimately completed. That creates an interesting layer of meaning beyond what is explicitly written. The game itself becomes evidence of overcoming at least some of the hesitation and procrastination that inspired it. For players who have struggled to complete writing, artwork, programming projects, music, or other personal creations, this aspect can make the experience surprisingly relatable. Its weaknesses largely come from its intentionally narrow ambitions.…
That's a short, but very interesting game. If you're into GameDev or any sort of modding for games - that's definitely should be in your 100% completed in your library.
i think it's a pretty cool game. the music is very atmospheric, sets the mood great. and i think the story is pretty relatable. for a buck, you could do a lot worse.
Да: серьёзных проблем нет. Оценка GameHealth - B: большинство хвалит, но недовольных заметно больше, чем у игр с A.
Нет, Steam не указывает русский язык у этой игры.
Нет, это однопользовательская игра.
Видеокарта: минимум - Nvidia GeForce 256 or ATI R100 и 0.09765625 ГБ памяти; рекомендуется Nvidia GeForce 7600GS or ATI Radeon HD 3800 и 0.146484375 ГБ. Сравнить со своим ПК можно в блоке системных требований выше.
51 руб. в Steam.