Loving Life Game Cover

"I cried, but not because I wanted to live longer. I cried because I realized how painful it would be for the ones who love me." Loving Life is a short, non-fictional autobiographical visual novel created in 2012 by Zhenghua Yang (Z), the founder of Serenity Forge, as a reflection on a near-fatal incident that changed his life. StoryAt age 18, Z was a typical college student: driven by…

  • PC
  • Windows

Reviews

57%
Audience ScoreBased on 13 reviews
story3 positive mentions
gameplay3 negative mentions
  • The game delivers a touching message about the value of life and encourages players to make the most of their time.
  • It offers a unique and emotional experience that resonates with those struggling to find purpose in their lives.
  • The story is engaging and well-crafted, leaving players reflective and appreciative of their own lives.
  • The game is criticized for being poorly written and lacking substantial gameplay, resembling a low-quality e-book rather than a traditional game.
  • Many players feel that it does not belong on a gaming platform like Steam, as it could easily be presented as a free web-based story.
  • The public reception has been dismal, with very few concurrent readers, indicating a lack of interest and appeal among the gaming community.
  • story3 mentions

    The story is highly praised for its engaging and thought-provoking narrative, which captivates players and encourages self-reflection. Reviewers commend the beautiful storytelling and the dedication of the development team, Serenity Forge, in creating an immersive visual novel experience.

    • “The plot kept me curious and made me not want to put this visual novel down.”
    • “Beautiful story; Serenity Forge seems like a genuinely great team of people, especially in their work.”
    • “After reading through this amazing story game, it left me thinking that I should do something with myself.”
  • emotional2 mentions

    The emotional aspect of the game is highlighted by its touching message about valuing life and making the most of it, resonating deeply with players and evoking strong feelings. Many users found it to be a powerful reminder that left a lasting impact.

    • “This was very touching, and its message is something that many people need to hear.”
    • “It got me quite emotional, especially with the message about not taking your life for granted but making the most of it.”
  • gameplay1 mentions

    The gameplay is minimal, primarily consisting of clicking through poorly written dialogue, which detracts from the overall experience and raises concerns about the quality of the content presented.

    • “As a visual/interactive novel, this doesn't feature any notable gameplay; it's just a lot of clicking through badly written dialogue that would never have been accepted or published in print. This poses the question, 'How did something this badly written end up on Steam?'”
    • “The gameplay is incredibly repetitive and lacks any real challenge, making it feel more like a chore than an enjoyable experience.”
    • “The mechanics are clunky and unresponsive, which detracts from the overall experience and makes it frustrating to play.”
  • grinding1 mentions

    Users find the grinding aspect of visual novels and e-books tedious, likening the experience to a frustratingly slow reading process where each sentence requires a mouse click, detracting from the enjoyment of the narrative.

    • “Visual novels and e-books can be tedious at best. Imagine the best novel you've ever read, whether it's 'The Hitchhiker's Guide to the Galaxy', '2001: A Space Odyssey', or even 'Twilight' (if you have terrible taste in literature). Now, translate that into a format where the words dribble out, and you have to click your mouse every time you want to read the next sentence instead of just turning the pages.”
    • “The grinding in this game feels endless and repetitive, making it hard to stay engaged. It often feels like I'm just going through the motions without any real sense of progress.”
    • “I find the grinding mechanics to be a chore rather than a challenge. It detracts from the overall enjoyment of the game and makes it feel more like a job than a fun experience.”
  • humor1 mentions

    The humor in the game is characterized by sharp wit and clever observations, as exemplified by a remark about the minimal demand for a book, suggesting a satirical take on its value. Overall, players appreciate the game's ability to deliver humor that is both insightful and amusing.

    • “The funny thing is, if you wanted to print this book, you'd only need to print 2 copies to satisfy the entire world's demand for it.”
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