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About This Game



Broken Minds is a murder-mystery visual novel set in 90s Japan.

When lonely 20-something Noa Karada finds herself being stalked by a mysterious killer in a rabbit mask known as The Orphan, she contacts the Yamagata Private Detective Agency for help. However, as her case grows more complex, the detectives grow more distant and eccentric. Perhaps Noa would’ve been better off never letting them into her life at all…



Because you are playing as a client, and not as a detective or a lawyer, the gameplay consists of logic and reading comprehension puzzles based on Noa arguing with the detectives about the solution of the mystery.



• Explorable environments
• Many choices & hidden secrets throughout
• Six different endings
• Over an hour of original music
• That indie game sense of humor you've come to know and love
• Intense rabbit-related imagery 1075eedd30



Title: Broken Minds
Genre: Adventure, Indie
Developer:
LockedOn
Publisher:
LockedOn
Release Date: 3 Nov, 2017


Minimum:

  • OS: XP
  • Memory: 2 GB RAM
  • Storage: 2 GB available space

English



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Loved it, honestly I think the creator is not charging enough for this game. I have just got the 6th ending (with the skip feature a play through only takes like 10 minutes since you don't have to solve the Logic Trains again.) Every play through offered something different, whether it was the protagonist being a sociopath one time and a timid loser the next, a few lines of dialog, or an entirely different outcome I never had the same experience twice.

The puzzles are interesting and require you to pay attention to the story, which I think is a great addition to a murder mystery. I particularly liked picking fallacy's out of your opponents argument.

The soundtrack wasn't a \u201cSkyrim\u201d or \u201cChild of Light\u201d or anything, but I'd buy it if it was a DLC, it was good background noise for figuring out the puzzles on the first play through.

I will defiantly recommend this to someone who likes a well thought murder mystery and a protagonist who can change every route.

PS: I still haven't gotten the 2 additional true endings but I have a feeling they will satisfy.. Am now stuck on the first minigame. Will not take the easy path as the game offers. 10\/10 Time to get smart. This is part of a series I'm planning to do on games with few\/no reviews, or that have long been on my backlog, or both. If you just want pros\/cons and recommendations that might help you figure if you enjoy it, skip to the section denoted with ~tildes.~

Are you a fan of mysteries? Who-dunnits? Horror? Interesting characters?! Well - toss your preconceptions out the window, because like pretty shards of glass, Broken Minds is sort-of-kind-of-all-of-those-things-but-not. Confused yet? Well, as somebody who's plumbed all the commentary and the depths of the game, hang with me - and I'll do my best to convince you why it's worth a read!

Just one note before we begin; my playthrough lists my time as three hours; that's a thing that happens with some Ren'Py and gamemaker games. My actual playtime was about eight\/twelve hours, and I read fast. Similarly, if you don't care for commentary, you could probably trim it to four to six hours, depending on your reading speed.

I stumbled upon this randomly, while looking for nothing in particular. It's very rare that a game catches my interest in that manner, let alone being one that I feel strong enough to review; and I usually keep a good eye on VN, so this one slipping by me... It caught me off-guard, in all the best ways. Thanks, Steam recommend. You weren't entirely off-track this time!

First and foremost, what caught me was the visual style; everything in this game is aesthetically pleasing, something that only grew with the sound design. I could take a pass if the game art was bad (it's amazing and I love the stylised designs so much), but for me, sound and music is make-or-break, especially in VN. And the sound design in Broken Minds is perfect for creating a sense of tension and unease.

Aesthetic and auditory decisions aren't a game, though - so what is Broken Minds, and how does it hold up as a game..?

Broken Minds is a VN about a young woman, Noa, and an increasingly bad set of three days. What happens?

Lots.
Lots happens.

Despite the somewhat dark themata, involving death, possible murder, and supernatural potential - as well as hints at other things - the game is also rather lighthearted, enough so that I'd almost recommend it as a good all-ages intro to Detective VN...

But it really isn't a 'detective' story. Or a horror story, or a whodunnit. Broken Minds is kind of it's own thing, and that's (mostly) a good thing. If I had to throw out a label for it, I'd call it weird detective psychological fiction... But see how that sounds? Ha!

The best part of it are the characters, all of whom are really interesting individuals, from Noa's parents, to the detective agency themselves. In fact, this is one of the things that docked the game from being a perfect recommend for me - but more on that in a comment below, as it contains heavy spoilers for the game - and if you're at all piqued my review, you should definitely go in blind.

Stealing the show, however, is Noa herself; with six different 'personalities' to play the game through, you've got a lot of content to see in what is otherwise a fairly short game. Of course, that not be to your tastes - if you're the kind of player who gets frustrated with repeat text in games, having to replay bits and bobs to unlock everything, even with generous skippage available, might be a dealbreaker.

For me, though?
Challenging my wits against the detectives, realising this story wasn't that kind of story, and exercising my little grey cells - haha, it was great!

The strongest aspect of the gameplay are the incredibly fun minigames, which also demonstrate as mini-civics(!?!) and logic puzzles, so, uh, yay? Although they might seem confusing at first, I really recommend you give them a try - there's something incredibly satisfying about nailing a Wheel of Fallacies spin on the first go, and the sound clip that plays when you complete that, or Cat's Cradle... Just perfect.

My favourite, however, would have to be the Puppet Theatre. Probably one of the coolest minigames I've seen in a VN, or any genre of game - but that's me, the puppets-and-gardening guy.
And sometimes writing.

Edit: Originally, I'd written the below. Due to the relase of two EXCEPTIONAL<\/i> light novels to all owners of the game, I can say that my strong recommend became even stronger. Please take that into consideration.<\/b>

What keeps the game from being a recommend to even non-genre fans, newbies, or anyone is that the endings are a bit weak; though I enjoyed the differences between them, four endings X six personalities, plus some... Other stuff, it can be a bit daunting. While I'd happily play through such a setup again, I think that a potential sequal could benefit from fewer, more linear paths with more frequent, if 'purposesless' - meaning just for flavour - decisions\/endings.

Similarly, I felt that the 'true' endings were somewhat opaque and disappointing - so much that I would've probably mentioned a wish for the 'uncertain' category... If it weren't for the potential of a sequal.

I honestly believe the threads left unanswered and the characters introduced here would mark this as a fine start to an incredible series, and it's that which swayed me back to a strong recommendation.
Why?

Because I had fun; the characters and the writing and atmosphere were all great, and with the added bonus of commentary, I felt like I got to have a pleasant conversation with the author. As a bonus, I was playing this in the dark, with bags under my eyes, while eating my own crummy knock-off mapo tofu. And if that isn't the full mysterious detective experience, I don't know what is, ahahaha!

So let's go over the pros and cons, starting with the cons, as is customary for me.

~Cons~

* Game length can be a bit short; I view this as a plus, especially because there's \/so much\/ optional content. Your mileage may vary.
* Depending on your own personality, some or all of the endings may leave a bitter taste in your mouth. This may, or may not, be improved by the many hints towards a sequal.
* Those are it, really. The only reason the latter one affected me so strongly is related to a positive, presented below. Oh, but I did get a call error for the logic train IPII? That's - that's it, really.

~Pros~

* Really great characters; everyone feels interesting, and like they're just a few secrets ahead of you, including the narrator, Noa!
* Amazing aesthetic and audio style; the atmosphere is as much a character as anyone else.
* 99% of the story is fantastic, and you might not even mind that 1% that stuck in my craw!
* It's not just a VN, but fun to play; the mini-games and personality 'quirks' make the entire experience something else.
* Special bonus point: Reiwa is the best and I somehow feel we've met before? And like I could read an entire spin-off story about her that isn't related to anything?

~In closing~

Noa's parents may have slain me with the sad circumstances of their role in the plot, and Karashi - sorry, Takuma's - corpsing had me laughing at this and that, mostly his cheerful face, but like Ume I'm plum out of reasons to stop. Yuzuki's personality had me over the moon, and I loved all of Noa's personalities - because the dark humour of the game was (mostly) right up my alley.

Though I'll wax on a bit about this and that sticking point below (edit: I would, but steam character limit is a pain. Poke me if you want more detailed thoughts, I guess?), I'd strongly recommend Broken Minds to curious new fans of VN, detective works, or 'spooky occult mystery horror stuff' - because, although it's kind of it's own thing, I think it succeeds because of that; and I was really glad for the chance to play through it.

Just - don't eat chocolates you find in ornamental ponds, okay?!


Upcoming Patch!:
I'm so glad people are playing Broken Minds, and someone even did a Let's Play, which is very exciting. However, it's also brought to light some of the lingering plot holes/weird inconsistencies/mistakes that I somehow left in the game. I think it would be pretty negligent of me to leave these in.

Part of the reason these mistakes are there in the first place is that, in the beginning, the game was going to be extremely short, so I was just making it up as I went along. I had the main mystery and idea in mind, but it wasn't fully thought out yet.

However, I later decided to expand the game and added much more complexity to it, in the process creating plot-holes and illogical dialogue. Much of this I later thought through more and fixed, but in the early parts of the game, there's still some stuff there that I added as set-ups for things that ended up never happening, half-baked theories, etc. I also never really went over the game's dialogue with a fine-toothed comb after I completed it, mostly from burn-out. I'm regretting that a lot now, haha!

That's why I'm excited to announce a new patch that will hopefully fix as many of these things as possible, and make it a more accurate 90s experience as well. I'm not sure when this patch will be completed, but I've moved it to be the next thing on my agenda, and all of these changes will be in the next update to the game.

Here is a quick list of things I'm planning:

  • Add parents to apartment during fire. (I was originally going to, but for some reason I thought it wasn't necessary).
  • Add dialogue to fire CG explaining what happened in more detail.
  • Forward arrow will pulsate near the window so it's more obvious that you need to go there.
  • An icon to indicate where you need to go next on the map.
  • "Cross-reference my handwriting with the letter" contradicts the Logic Train later.
  • Ambulance is still there for some reason. Also, Noa's house was originally in a strange empty field of grass, which I later replaced with a surrounding neighborhood. However, the CG of the evidence bins still shows an empty field.
  • Remove the yukata reference at the window (for some reason I thought Noa was wearing a yukata, when she clearly isn't).
  • Poison scar is weird. Why not have Noa taste the lipstick to prove it isn't poisoned instead?
  • Ume's motive theory is so bad that even lampshading it doesn't work. I will change it to be better.
  • I'm going to replace the computer screens in the therapist office with my own custom interface.
  • I'm going to replace all the cellphones in the game with beepers. Japan actually did not start using cellphones as early as '92.
  • Lower transparency on Uzumaki's bookshelf so you can see the books inside.
  • I'm going to cut down on redundant fallacies in the Wheel of Fallacies. Right now there are just too many options, too soon. I'm also going to change the code so that it will run a bit faster.
  • You will be able to skip a Logic Train that you played if, for whatever reason, you loaded a save from before you played it.

These are, of course, just some of the changes. I don't think not having any of these things outright ruin the game, but they will definitely improve the experience and hopefully make it less frustrating.
I will also be on the lookout for any more Let's Plays to see what sort of problems players are running into, and I'll do my best to include fixes for them in this update.

A game developer's work is never done!

— LockedOn.

EDIT: While researching pagers, I came across a document that stated that while cell phones were not widespread in Japan in 1992, they were available (the one in particular I found reference to was a Motorola phone that looks very similar to the ones I use in the game).

I have decided to table that change for now, unless you guys really clamor for it, because, even though it'd be really cool and much more 90s to have pagers, it requires replacing a LOT of assets and significant rewriting. But tell me what you think in the comments! Is this a more important anachronism than I'm making it sound?

I'd also appreciate feedback on the Wheel of Fallacies. The two fallacies that I think are the most confusing are SIDESTEPPING and HYPOTHETICAL, and those are the ones I'd be taking away. Do you agree that those ones are the hardest, or did you have other ones in mind? Or do you like having eight fallacies?

Whether or not I end up removing fallacies, I will be implementing a fix for the hint system — right now if you select the right fallacy on a statement plus a wrong one, the hint system won't tell you that it's wrong. I'm going to add a little icon that's similar to the "!" that appears now, but instead with an "X", indicating you should unapply that fallacy from the statement.. Sequel Information:


The one year anniversary has come and gone, and I think now is a good time to start talking about what the sequel to Broken Minds is going to be like.

In Japanese, "Kokoro" has three meanings. One is "heart", which is the most common meaning. One is "mind", which is obviously what I went with for Broken Minds, and the last is "spirit", as in who someone is "in spirit", like their characteristics, in a way. That is the true meaning of "Broken Spirits". However, there's also, another, more playful meaning of the word "spirit", which is "ghost". And "ghosts" have something to do with "Broken Spirits" as well.

Here are ten fun facts about it!

  1. Broken Spirits takes place after Broken Minds.
  2. Noa is not the main character. It's someone entirely new.
  3. The "ghosts" are Japanese ghosts, aka yokai.
  4. The main themes are "secrets" and "family".
  5. There will be two new detectives replacing two of the older ones.
  6. The character sprites will be shaded and more polished in general.
  7. The Logic Trains will not be returning. However, the concept of "arguing with the detectives gameplay" remains.
  8. I'm planning on making this game in Unity instead of Ren'Py, with 3D character models.
  9. The main inspirations for the game are Witch Hunter Robin, Monster, Ergo Proxy, and Persona 3.
  10. Like Persona and Danganronpa, I'm working on a "social link" way of getting to know the characters better.

The approach to storytelling in Broken Spirits will be more conventional, but vastly improved. Eliminating multiple routes is part of that, and I'm going to do everything I can to ensure that the ending is as satisfying as possible, with very few loose ends.

Playing Broken Minds is not necessary in order to play Broken Spirits. One of the goals I have for this series is to make each entry pretty different from one another in tone and gameplay, with really the only consistency being the YPDA, and the element of a murder mystery. However, obviously there will be incidental clues and contrasts that will make it 10% more fun to have played Broken Minds first.

Because the game is in 3D, I will have more opportunities to let visual storytelling take over, through unique camera angles and cinematic moments that are more difficult to pull off (and a little awkward) with 2D cut scenes.

On a purely functional basis, expect more gameplay and less talking (though it is still a visual novel, so dialogue is sort of the bread and butter of the game).

I hope to have some screenshots available early next year, which be able to show off the character sprites and 3D models.

Until then, stay tuned!

— LockedOn.
. "Cold Lemon" Update Now Live!:


This update is called Cold Lemon because, like a cold lemon, it's very refreshing.
Here's what's new!

Goal Indicator

The map now has a little exclamation point icon that appears in the areas you need to go. When you're required to click on a "Talk" icon to proceed in the story, it changes accordingly. Feel free to deviate from the path, as the indicator only shows you the quickest route through the game.

Wheel of Fallacies Hint System

The hint system will now indicate when you've selected the wrong fallacy, instead of just telling you when you've missed a fallacy.
Initially, I was going to remove some fallacies to make this minigame simpler overall. But I realized that that might be throwing the baby out with the bathwater. With this improvement, the entire game is much less frustrating, so I just left them in.

Slippers in the YPDA

About halfway through developing this game, I had a panic attack: in Japan, people wear slippers indoors! It had somehow slipped my mind, so I frantically added slippers and bathroom slippers in every location, and updated the sprites to wear slippers as well. However, I went a bit too overboard, and added slippers to the YPDA's porch. What I somehow didn't realize was that you wouldn't wear slippers in an office building — just at home. "Duh!", to use a 90s expression. Oh well. I've since removed the slippers from the YPDA. However, I left the slippers in Uzumaki's office, because the floor in his meeting room is covered in tatami mats.

Arrows

Since there was some confusion about where to go when the game requires you to leave your location, I made it so that the forward arrow wiggles so that it's more obvious that you need to press it. As part of this, I added a new angle to Noa's apartment that focuses directly on the window, instead of the center of the image being focused on the couch (which makes it way easier to know what to do).

CGs

I added Noa's parents to her apartment while you're able to look around. I also updated/redrew some CGs at the "Detective's accusation" section.

Uzumaki Route Fix

The detectives never addressed why the autopsy was "poison and a heart attack" on the Uzumaki is Guilty route. I've since changed that, but in doing so, I also changed the cutscene to reflect the new version of events. In the original, Uzumaki was shown to have played a sound on a cassette that caused Noriko's pacemaker to malfunction, and then smear lipstick on Hiroki's lips, but that had a few flaws. Why would Hiroki die just from having the lipstick smeared on his lips? In the new, simpler version, Noriko dies by panicking at being shot at (remember, she has a heart condition), and Uzumaki feeds Hiroki a pink poisoned chocolate, leaving a stain on his lips that the detectives thought was the lipstick.

Noa's Backyard

I modeled an entirely new backyard. It's still a big field, but now there are buildings and a road behind it, so it doesn't seem like Noa lives in the middle of nowhere. The ambulance is also no longer still there.

Uzumaki's Computers

The original interface on the computers was based on (and used some icons from) Windows 3.1, which was released in April in 1992. However, I don't know if that was the case in Japan. But more importantly, apparently Microsoft's guidelines about using screenshots of their software is that they can't be modified. Since I have to modify screenshots to serve the story, I decided to just make my own interface from scratch, inspired by Windows 3.0. Also, Reiwa's computer and Uzumaki's computer have different windows open on them, whereas before they were both the same.

Internet References Removed

I wanted to reference the internet as part of the mystery, but there wasn't much to the internet back then. I've updated it so that Takuma talks about books instead.

Other Changes

  • Save prompts before Logic Trains
  • Changed the final Logic Train infoboxes to be less confusing. Now it's clear that you're "breaking" the logic of Takuma's argument.
  • Fixed a flowchart goof where it didn't actually show you the right way to be innocent on "bad" routes.
  • Noa now solves/tampers with the lipstick clue in a way that makes more sense.
  • Noa now has a "reading letter" expression, so that it's clear that it was in her possession when Ume asks for it later. I also updated the Puppet Theater minigame to include this.
  • Takuma no longer discusses his brilliant theory about how toxic paint chips from the ceiling landed in a glass of water that Hiroki drank.
  • Noa's body was flipped the wrong way in the "alone" ending, so I re-rendered it.
  • I ran the entire script through spell check (which I actually hadn't done yet). Hopefully there aren't any more spelling errors.

There are a few other things that I mentioned in my last announcement that aren't in this update. I decided not change Ume's motive theory, or add dialogue to further explain the fire at Noa's house.

I was initially going to change Ume's motive theory because it really is nonsensical. However, that is also kind of the point — it's supposed to be initially wrong. If I rewrote it, it would essentially be the same, just a different crazy explanation. So I kept it in, even if it is a bit confusing.

I tried adding exposition to the scene after Noa jumps out of the window (and it's actually still there in the code if you take a look), but I felt it ruined the flow of the scene. Plus, all you really need to know is that Noa went to the hospital, which is something she mentions right afterwords, so it wasn't really necessary.

Anyway, I hope you enjoy the update!

— LockedOn.
. OST Now Available on Steam:


I'm happy to announce that the OST for Broken Minds is now available to purchase as DLC!

It includes 40 tracks, over an hour and seven minutes of music.

Successfully publishing this DLC was sort of a test — now I am confident I will also be able to put the light novel "Broken Egg" as DLC up on Steam as well.
Unlike the soundtrack, Broken Egg will be free for anyone with the base game.

Stay tuned!

— LockedOn.. Light Novels DLC Released!:


Surprise! I'm finally releasing Broken Egg on Steam, with a brand new light novel as well — Broken Spiral!

They are free to read for anyone who has purchased the main game — which right now is pretty cheap, thanks to this Halloween sale!

These light novels are a good way for me to bridge the gap between games, and hopefully answer some unresolved questions.

Why today? Because it's the one year anniversary of Broken Minds! One year ago, I finished the final build of the game. Of course, since then there's been bug fixes and a much-needed update. But it was finished "in spirit". And speaking of spirits (hey, check out that smooth segue), I'm planning a post soon that will announce a few things about the sequel to Broken Minds, Broken Spirits, across all platforms, so keep an eye out for that.

I hope you had a happy Halloween!

— LockedOn.. The Reiwa Era:


May 1st, 2019.

It's now, like, the end of the Heisei Era. Nobody really liked him anyway. In the brand? New? Reiwa era? Things will be a lot different?

In the Reiwa era, there won't be gross things like bread sweat or market-based economies. Everything will be 100% provided by me. You will all get glasses, but only non-prescription. They will be sunglasses.

Sunglasses are my favorite shades.

Congratulations to the new Emperor? I love how emperors still exist but like, in an ornamental way like how my lamp complements my rug, that's soooooo cool? Imagine if the emperor didn't match my rug? Yuck

Keep on doing those awesome emperor things.


reiwa~
. Broken Spirits: First Screenshots, Synopsis and Characters Revealed:




These screenshots show Midori, the protagonist of Broken Spirits, exploring her wealthy family's enormous mansion.

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