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Season of 12 Colors

Mac, PC (Microsoft Windows), Linux • 2016

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Quick resume

--The way it was, Just like it is now, On a bright, bright summer day. "That's a promise, right?" The girl in a white dress said. Sunny sky. A paper plane slid across it, riding on blue winds.

Global score

94/100

Genres

Adventure, Casual, Indie

Pros

  • Emotional and original story
  • Unique art style and music
  • Low price and good value
  • Multiple perspectives and endings
  • Soothing and relaxing atmosphere

Cons

  • Short gameplay length
  • Some awkward voice acting and translation
  • Limited interactivity
  • Confusing narrative pacing for some
  • Minor bugs and ui issues

Motivations

  • Autonomy
    3

    "Players follow a linear visual novel story with minimal interaction, but can choose when to read decode chapters and endings."

  • Competence
    -3

    "Gameplay is simple and involves reading with no skill challenge, mostly predictable progression."

  • Competition
    -5

    "Single player visual novel with no competitive elements or comparison to others."

  • Continuation
    2

    "Players tend to read through main and decode stories fully, some replay for true endings."

  • Cooperation
    -5

    "Entirely single player experience with no cooperative or multiplayer features."

  • Creativity
    4

    "Creative narrative structure with multiple time lines and perspectives; unique art style and storytelling."

  • Domination
    -5

    "No social dominance or power exertion elements present."

  • Escapism
    4

    "Players use the game to immerse in a touching, emotional story that provides distraction and emotional release."

  • Expectation
    -4

    "Players engage voluntarily out of interest and emotional connection, not obligation."

  • Experimenting
    2

    "Narrative encourages piecing together story from multiple perspectives and timelines, inviting exploration of story elements."

  • Exploration
    1

    "Exploration is narrative-based, discovering story secrets and timelines rather than physical environments."

  • Expression
    -4

    "Limited customization or self-expression; players consume a fixed story and visuals."

  • Fantasy
    3

    "Story involves time travel, parallel timelines, and surreal elements, creating an imaginative experience."

  • Fellowship
    -5

    "No community or social group interaction; solitary experience."

  • Growth
    2

    "Players gain understanding and emotional insight through story progression and decoding."

  • Health
    -5

    "Sedentary gameplay typical of visual novels, no physical activity involved."

  • Idle
    -4

    "Requires focused reading and attention; not designed for idle or background play."

  • Intimacy
    3

    "Emotional connection to characters and story fosters a sense of closeness and empathy."

  • Leadership
    -5

    "No leadership or management roles; purely narrative consumption."

  • Progression
    3

    "Progression through story chapters and unlocking endings and achievements."

  • Relaxation
    4

    "Soothing music, gentle pacing, and emotional narrative provide a relaxing experience."

  • Sensation
    2

    "Visuals and music create pleasant sensory stimulation, though not intense or thrilling."

  • Status
    -5

    "No social recognition or status systems involved."

  • Story
    5

    "Strong narrative focus with emotional depth, multiple perspectives, and plot twists."

  • Strategy
    -4

    "No strategic or problem-solving gameplay; story is linear and predetermined."

  • Thrill
    -3

    "Emotional tension present but no suspense or risk-based thrills."

  • Value
    4

    "Players perceive good value for a low price with a meaningful story experience."

  • Violence
    -5

    "No violence or combat; focus on emotional and narrative content."

  • Survival
    -5

    "No survival or threat elements; stable and safe narrative environment."

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    Last update: 06/03/2026