Synopsis
A field map-based academy zombie/survivor RPG.
[STORY]
Set in a school overrun with zombies, rescue surviving female students from the infected campus. Gather food and weapons while cooperating with each other to attempt escape beyond the school district. With 6 characters each possessing unique personalities and skills, the goal is to survive this crisis. The setting is modern day with realistic weapons and food items. Collected food can be distributed to the girls as gifts.
[SYSTEM FEATURES]
■Symbol Encounter Field Map System
Decide whether to fight or flee from roaming zombie hordes as you traverse the map. Zombies attack in groups—get surrounded and there’s no escape.
■Affection System
Gift food items to party members to increase affection. Each character has favorite foods, and their expressions/attitudes change accordingly.
■Side-View Combat with 6-Member Parties
Control up to 6 characters simultaneously in battle.
■e-mote Animation
Conversations at base (infirmary) and H-scenes feature e-mote animation.
■New Game+ Function
No permanently missable content. All elements recoverable through subsequent playthroughs.
■Bonus Episode
Includes humanity extinction scenario (not recommended if you want a happy ending).
Rating: 18+
Platform: Windows (No installation required)
Editorial Review
Zombie survival RPGs remain a crowded corridor in the adult game space, but 16days distinguishes itself through deliberate design choices that merge mechanics with character progression in ways most entries fumble. The field map system creates genuine tactical tension—encounters aren’t scripted fade-to-black affairs but dynamic decisions where positioning and party composition matter. The symbol encounter design (roaming hordes that can surround your group) adds weight to each traversal choice, preventing the typical rhythm of “grind encounter, advance plot” that deadens survival tension.
What elevates this beyond competent genre work is the integration of affection mechanics with survival logistics. Distributing collected food isn’t merely a relationship meter minigame; it’s a meaningful resource allocation problem. Knowing each character has distinct food preferences creates micro-decision loops—do you give rare supplies to boost morale on your strongest fighter, or distribute strategically among weaker links? This interconnection between camp management, combat performance, and character development gives the six-member party system actual breathing room, something most academy-based survival games neglect.
The pixel art aesthetic pairs well with the horror framework—there’s a timeless quality to sprite-based zombie scenarios that higher fidelity often undermines through tonal confusion. The e-mote animation system suggests character expression receives genuine attention during downtime scenes, which matters when affection systems live or die on how well they communicate emotional response.
The core appeal here is for players who value systems depth and survival strategy over narrative spectacle. If you’re fatigued by zombie premises but miss the mechanical satisfaction of resource management coupled with tactical combat, the affection-as-morale framework gives this entry legitimate mechanical weight. For horror purists seeking atmospheric dread or narrative-first players, the RPG systems foundation might feel too abstracted from the survival horror genre’s traditional strengths.
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