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Angels with Scaly Wings

You, the player, are an ambassador for Earth sent through a mysterious portal into the world of dragons. · By M. B. Saunders

A review

A topic by Lieni created Mar 05, 2022 Views: 1,384 Replies: 3
Viewing posts 1 to 4
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This is legitimately one of the worst visual novels  I have ever played, not counting yet another asset flip or an outright meme like "sex with Hitler"

I honestly don't even know where to begin with this one.

I think I will start by saying positive things first. "Angels with Scaly Wings" has got quite an original premise. It tries to be like the creation of Kotaru Uchikoshi (I'm talking about games like ever17 and Zero Escape series here), despite being positioned as “Dragon dating sim”, and even somewhat succeeds in that regard.

The strongest point of this game, which most other visual novels lack, is undoubtedly gameplay. 
So the gameplay is similar to the Zero Escape series, only instead of solving the room puzzles, you are solving the real-life (or at least, what they are trying to be) situations with other characters (dragons, to be précised). While it sends the player to make different routes with each of the characters, it also has got an interesting mechanic (aside from mini-games) like going back in time while allowing you to keep all the items and experiences you acquired in previous playthroughs, so later you can use it to progress further. Also, it managed to tie together some of the backstories of the world and make it relevant for some of the characters, involving them in a single accident. And, I have to say, that it’s even got plenty of side content and bonus routes. Hell, there is even postgame content after the true ending (although it’s nothing more original than simply an achievement hunt).

Unfortunately, this is where the positives kinda end.

The thing is that it lacks the most important thing that is so relevant when you create an indie game: it lacks soul. And that one single flaw is nullifying every good thing this novel has. 

So let me clarify for you what actually I mean by that.

First off, I would like to talk about characters. Let me say one thing about the majority of them: they are awful. They are so lifeless, stoic, one-dimensional and static, that I would assume it would be safe to call them all dead. 

The protagonist takes the cake in that regard, because, unlike all other characters, he has nothing. No personality, no appearance, no flaws, no moral principles, no character, on peculiar quirks, and he is so indifferent to everything that even “Lightning” from final fantasy xiii will grow envious of him. When someone flirting with him, or someone dear to him dies, got shot, or when either there is a moral dilemma standing there in front of him, he expressing not a single trace of emotion. Not. A. Single. If this person represents the human ambassador of the future, then I’m worried about the fate of humankind in general.

Because of this, the writing lacks any kind of energy or engagement. Everything that is happening through the eyes of the main characters becomes bleak, and every of his response is the most generic and banal phrase you can think of (“yeah”, “no”, “whatever” and so on). In addition, there are a lot of moments when he prefers to be unnecessarily rude for no reason.

He is easily the worst protagonist I had ever displeasure of playing as in visual novels.

The other characters are no better. They are all as one dimensional as they can get, when either it is Reza (“Don’t care about dragons, I should save humans!!!111”), Administrator (“Don’t care about humans, I should save dragons!!!111”), Remy (“Oh no, my waifu is dead! What am I gonna do!?), Bryce (“Oh, no, my work is too much for me so gotta go drunk instead of solving crimes!”), Anna (“Oh no, I’m was working on a cure for the incurable disease but the rest of the world don’t understand me!”) Maverick (“Oh no, I was good but now my brother is killed so I’m bad”)…. The list goes on, and on, and on. Cliché characters, cliché backstories. Cliché resolutions. Cliché endings. Oh, have I mentioned that the dialogues for them also lack any kind of emotion or characterizations? 

The second thing is the story. It’s clichéd (what a surprise), there is no murder mystery because the killer is obvious from the very beginning and the police are pathetically useless, and all the pseudo-scientific theory about that each time you make a choice another universe is created… Guys, do you have any idea how much it is overused in visual novels at this point? Also, the game is exceptionally bad at displaying important story scenes (action scenes looks particularly embarrassing), and there is no emotional connection between any of the characters whatsoever (I’m not even talking about some scenes, in particular, that doesn’t make any sense)

The graphics in this game isn’t particularly impressive either, all the background art is taken from the public domain, the artwork is just ok, the number of sprites with different emotions as well as illustrations are catastrophically small to really show what’s going on, and the music is also bland despite the involvement of Shinji Hosoe. Not even he was interested in being involved in creating this game.

Overall, the quality of the project is pathetically weak, everything is made because the author wanted just to say something, not because he had something to say, and the fact that it’s the first project gives the creators no excuse to let him be in the current state.
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I can’t tell if this is a cleverly disguised troll review or if you genuinely feel like the story here is soulless. YOU try writing a story this in-depth and make everything perfect, then come back.

(1 edit) (-1)

Your critique feels disproportionately harsh for what the game is trying to do. From what I can tell, even a quick run through the story makes it clear the focus is on presenting the player with difficult choices and branching outcomes, something you yourself acknowledge. Given that structure, it also seems intentional that some characters come across as reserved or broadly defined, since that allows for player interpretation rather than forcing a rigid personality onto the experience.

It is also worth considering the scale of the project. The game contains a significant amount of content, and expecting every route, character, and interaction to be consistently refined to the highest possible standard is not especially realistic. There are going to be trade-offs in a project of that size, particularly for an indie title developed with limited resources.

The point about clichés also feels overstated. When a game attempts to combine multiple narrative threads, themes, and routes, some overlap with familiar ideas is almost inevitable. What matters more is how those elements are used, and dismissing them outright without engaging with their execution does not really add much to the discussion.

Some of your claims would also benefit from actual support. For example, stating that the backgrounds are taken from the public domain is a serious assertion, but you do not provide any evidence for it. Without that, it reads less like a critique and more like speculation.

More broadly, the tone of your comment makes it difficult to take seriously. Rather than building clear arguments, it often relies on exaggeration and dismissive phrasing, which gives the impression that the goal is to vent frustration rather than offer a thoughtful evaluation. Calling it one of the worst visual novels you have ever played, while also acknowledging several strengths, comes across as inconsistent and overly dramatic.

There are valid criticisms that could be made about the game, but they are buried under sweeping statements and a lack of nuance. A more balanced and precise approach would make your points far more convincing.

(+1)

Here is what my friend has to say about your comment:

Reading your comment, it is clear you are trying to present a thorough and serious critique, but the delivery makes that intention difficult to take at face value. The structure suggests an attempt at balance, beginning with praise before moving into criticism, yet the tone quickly shifts into something far more exaggerated. Instead of developing arguments, the comment leans heavily on repetition and emphasis, which gives the impression of frustration being amplified rather than ideas being explored.

One of the more noticeable issues is the reliance on absolute statements. Nearly every aspect of the game is dismissed in total, characters are entirely lifeless, the story is entirely clichéd, the presentation entirely unimpressive. This kind of framing leaves no room for nuance, and as a result, it weakens the argument rather than strengthening it. Even more critical reviews tend to describe the game as uneven or inconsistent rather than outright devoid of merit, pointing to issues like pacing or writing quality while still acknowledging its ambitions or strengths. By contrast, your comment treats every flaw as terminal, which feels less like analysis and more like exaggeration.

The discussion of characters follows a similar pattern. Instead of examining how or why certain characters fail to resonate, they are reduced to short, sarcastic summaries that flatten any complexity they might have. This approach may be rhetorically satisfying, but it does not actually demonstrate that the characters lack depth, it simply asserts it. It reads less like an evaluation of writing and more like a refusal to engage with it beyond a surface level.

Your criticism of the story also suffers from a lack of specificity. Labeling something as clichéd is not inherently wrong, but without context it becomes an empty statement. Many visual novels rely on familiar structures and tropes, and the distinction between effective and ineffective use of those elements lies in execution. Some reviews have noted that the game attempts a more interwoven narrative with replay mechanics and branching paths, even if the results are inconsistent. Ignoring that entirely in favor of broad dismissal makes the critique feel incomplete.

There is also a degree of contradiction that goes unaddressed. You acknowledge elements like multiple routes, time mechanics, and interconnected storytelling, yet simultaneously describe the experience as entirely predictable and lacking engagement. Those points are not necessarily incompatible, but presenting them without explanation creates the impression that the argument has not been fully considered.

Finally, the overall tone undermines whatever valid criticism is present. The frequent use of exaggerated phrasing and dismissive humor gives the impression that the goal is not to analyze but to ridicule. That approach may make the comment more forceful, but it also makes it less persuasive. In the end, the issue is not that the critique is negative, but that it substitutes intensity for clarity, and in doing so, it obscures the very points it is trying to make.