the face at the wisteria gate
From this page’s own proof set.
One premise becomes a pact you can play — a companion who stays on-model, painted ruins, and a last choice that costs something.













From this page’s own proof set.
Neta Studio holds the world — the cast, the locations, the art direction — and the Adventure Game skill builds the playable part: sprites cut from the world's own character art, a painted background per location, a dialogue box, choices that set their own flags, and endings you can only reach by pressing buttons.
No. One sentence about the place, the thing wearing a face, and what it wants is enough. The skill drafts the beats, the clues and the choices; you edit the lines that feel wrong.
A playable chapter. A character on screen, a dialogue box, three tappable choices per scene, and endings that turn on the last bargain. Not a wall of prose.
As dark as the price is real. Dread comes from what a choice costs, not from how much blood is on screen. Every chapter here ends with someone paying.
Three or four locations and ten to fifteen minutes — one sitting. A longer story is more chapters, not one enormous scene.
Both work. Buttons always move the story; a typed line the parser does not recognise falls back to a written beat instead of breaking.
Yes. Point the chapter at an existing world and the sprites are cut from its own character art, so the companion keeps the same face across every location.
One exact price, stated before the player pays. If a choice costs nothing, cut it. The build refuses a branch that can strand a player with nothing left to press.
Yes. The chapter is full-screen 16:9, choices are thumb-sized, and the tab remembers where you stopped.
One premise, one playable chapter: a companion, painted ruins, a bargain with an exact price, and an ending that decides who pays.