Developed by sole creator, Nikita Kryukov, (the second game has assistance by other people for cutscenes and other aspects, but it’s still Krukoy’s show), Milk Inside A Bag Of Milk Inside A Bag Of Milk and Milk Outside A Bag Of Milk Outside A Bag Of Milk (referred to after this point as Inside and Outside) are self-aware horror visual novels/ point-and-click adventures games about an unnamed girl (people on Steam seem to call her Milk, so that’s what she will be called) dealing with an intense reality. Milk is like if the protagonist from the game Song of Saya was instead played by Lain from the anime Serial Experiments Lain; this plucky but tired looking kid sees the world in only blacks and reds, like she’s never stopped playing the Virtual Boy, and everyone looks like a Trevor Henderson cryptid. Not a lot happens in these games but also many things, including tough subjects like suicide and child abuse, happens in these games. Because both games are so short, they should be discussed together.
What immediately stands out with Inside is a mechanic where instead of picking Milk’s actions or commands, choices are instead given to a voice inside Milk’s head. Many of the options while talking with Milk are often antagonistic and sometimes mean, like Milk is an annoying child the player has to babysit while they get milk from the corner store. Which, as the titles suggests, is literally the entire scope of Inside, travelling to get milk for Milk’s mom. Inside is spent building up or tearing down Milk’s emotional confidence and wellbeing while getting her to stop going off on math formula tangents and just buy the damn milk. She can tolerate some of the player’s bullying, but cross her enough and Milk will restart the game. Milk is dealing with some heavy stuff at home and Inside works as the prologue.
Let’s Plays by themselves are not usually things I really watch or get into unless the people playing them are already someone I enjoy from a different venue. It’s probably a para-social deal, where I would rather listen or watch people I already discuss video games, art film, or the novels of French writer Marcel Proust. For example, I have watched a bunch of Youtuber Pikasprey’s Let’s Plays because he plays a lot of games he discusses in video essays or reviews, usually Pokémon fan games, 2-D Castlevania, or indie horror games. Press Buttons N Talk is another Let’s Play channel I started watching because I enjoy voice actor Sungwon Cho’s channel, as he reviews a lot of board games. Sungwon hosted Press Buttons N Talk with his friend, Alex Mankin, the sole developer of Here Come the Mystery Teens!, a meow-and-click adventure. Segue way, provided!
Here Come the Mystery Teens! follows the titular Mystery Teens: useless leader/walking TinTin reference Duke Douglas, high energy Sunbeam Song, macho but levelheaded Mugsy Malone, serious and regal Valorie Violet, and coward Larold Leremy. The Mystery Teens are assigned to enter the mansion of late eccentric millionaire Oscar O. Oswell’s and retrieve a painting for a family member. Instead of playing as any one of these kids, control is through their cat (named by the player and will now be referred to as Sabre, in reference to the cat companion from Dragon Quest V). Sabre’s main method of communication is through meowing, which lets them talk with the mansion’s Ghost Trick–like ghosts to solve puzzles, thus helping the Mystery Teens finish their assignment.
Developed by Gabe Lane and Yugo Limbo, the two people behind publisher LimboLane, Smile For Me is a 2019 point-and-click adventure game. After visiting Dr. Habit’s GeoCities website inviting unhappy people to their facility, called The Habitat, the Flower Kid is woken up by a puppet show hosted by Dr. Habit. Dr. Habit explains that the Habitat is for sad and lonely people to learn how to be happy again, but as the game goes on, it seems its only a happiness created by Dr. Habit . Flower Kid is going to have to help the other twenty-two patients at The Habitat find their own happiness and escape Dr. Habit’s big plan.
What sets Smile For Me apart from other point-and-clicks is that all player interaction is in first person. While most of the traditional puzzles often found in these kinds of games are still present, such as finding a key item for a person or using a tool to progress, direct player interaction is different. All of Smile For Me is set in one large sky-box, where you walk around a 3D world with everyone else being a stuck-in-place 2D avatar. It’s similar to interacting with characters in the overworld segments of the Danganronpa games. Flower Kid has to nod yes and shake no to directly communicate with the other patients. Point-and-clicks are traditionally sprite-based 2D games, where each location is blocked off by a screen transition. Smile For Me restricts areas with locks and chains, but the entire game is in one location. Flower Kid is forced to engage with the other patients at Dr. Habit’s pace. They get tired at the end of the day and if they don’t return to their talking cowboy bed, Dr. Habit will get mad and Flower Kid loses half of the next day to sleep in.
Many of the video segments are just Dr. Habit narrating over analogue footage of flowers or other wildlife.
Maggie’s Apartment is a point and click adventure game from 2017 by designer and animator Anatola Howard and programmer Duncan Cross. The game centers on the titular Maggie Mallowne, an underwear-clad young women whose claim to fame is being the president of famous singer Randy Rosebud’s fan club. Maggie would argue her true biggest claim to fame is being Randy’s girlfriend, but she is not allowed to tell anyone this but her talking radish roommate Beauty. Over the course of Maggie’s Apartment’s short length, Maggie finds herself locked down in her 2000 story apartment, a bomb scare forcing her to really dwell on her relationship with her boyfriend Randy.
Maggie’s Apartment’s big draw is that it’s a point-and-click-adventure where the character stays in the same room for the entire game (Maggie does go out onto her patio a few times, but it could be argued that it is technically not leaving her apartment). Maggie lacks the usual point and click standard by not having a pocket/void world inventory system. Any object Maggie would normally collect instead stays fixed to the apartment floor until the plot decides, for example, Maggie no longer, requires two T.V. antenna to perform a puzzle. However, the game maintains the genre standard wherein most of the puzzles involve combining X item with Y item to make some combination solution.
Really wish the developers opened an Etsy shop just to sell this poster.