Synopsis
※This is a short work, so there is no trial version.
【STORY】
Saturday, May 13th, 2017.
In the early afternoon, the landline rings.
Akane Takizawa stops washing dishes and heads to the phone, wiping her hands on her apron…
***
This is a short choice-based visual novel where you make decisions for a housewife who has received a scam call.
***
☆OVERVIEW☆
○Genre: Choice-based short visual novel about avoiding phone scams
○Endings: 4
○CG: None
○Engine: Kirikiri2/KAG3
○Includes full completion save data
○Includes ending list
☆CREDITS☆
●Scenario: Mayuko Shono [空想庭園 Mayuko Blog]
●Script/Graphics/Editing: Yukari Yuka [乙姫の花笠 Game Development Room]
【SYSTEM REQUIREMENTS】
CPU: Pentium or later
OS: Windows 2000/XP/Vista/7
VIDEO: 65,536 colors or more
These are minimum requirements for Kirikiri2 operation. Requirements vary depending on features used. DirectX 9 or later is recommended.
Editorial Review
Scam Call occupies a genuinely unusual space in the adult doujin visual novel landscape—it’s a choice-based interactive fiction piece rooted entirely in contemporary non-fiction rather than fantasy or escapism. Where most adult VNs trade in elaborate scenarios, this work extracts dramatic tension from the mundane reality of telephone fraud targeting Japanese housewives, a social problem with documented human consequences.
The setup is deceptively simple: you inhabit Akane Takizawa mid-afternoon on an ordinary Saturday in 2017 as she answers her landline to a scammer. The entire work hinges on conversational choices and recognition patterns—how you respond determines whether Akane falls victim to social engineering or sees through the manipulation. This is interactive fiction as a genuinely practical tool, though framed through the intimate lens of a domestic moment. The absence of CG and visual spectacle is intentional; the work’s economy forces you to engage with dialogue, psychological pressure, and the actual mechanics of how scams exploit ordinary trust and politeness.
Four distinct endings branch from your decisions, likely ranging from successful scam completion to successful avoidance and variations between. The inclusion of completion save data and an ending list signals developer awareness that players will want to efficiently explore outcomes—practical design for a short work.
This appeals specifically to players interested in interactive fiction as a medium for social education, those curious about how narrative choice-making functions without visual distraction, and anyone seeking doujin works that treat adult audiences as capable of engaging with real-world problems through play. It’s also valuable for non-Japanese speakers learning about contemporary Japanese consumer vulnerabilities.
Scam Call succeeds precisely because it rejects fantasy entirely. It’s a minor work that asks: can mundane tension and actual stakes replace spectacle? The answer, for its specific audience, is yes.
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