Please think through your game's gameplay again, lady.
Things Not Seen
How do you fight, when your enemy is unseen and everywhere?
In a story with two paths, Artemisia and Aeval want answers to their own questions.
Artemisia is an intelligent teenager able to see the dead. They are her closest friends-- until she notices that something is wrong. The laws of nature has been broken, and she intends to set it right, for them. Even if she has to unveil it all on her own, because the dead won't talk.
Aeval never likes changes. Her deceased mother knows that she is a psychic, but her lack of awareness could kill. The only rule about power is knowledge controls all. And with one of her friends, Will, gone, and discoveries that change her reality, can she keep a tight lid over her powers?
Their stories are two sides of the same coin, interwoven. Their enemies are one, and who it is, no one really knows. But as they step forward-- is the knowledge that they're going the right thing enough to resist power?
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Tl;dr : In which Artemisia, Aeval and co. tries to destroy an invisible enemy without losing their sanity.

[Seen from left to right]
Aeval
Aeval is hyperactive and in love with sour sweets. Often in denial when the change is negative. Her psychic powers go beyond sensitive eyesight and aura detecting. Lives with her dad with no knowledge of her mother's murder.
Delbert
First son of "a rich guy", older brother of Wilhelm. He's the leader of the pack. Cares very much about Will, as they grow up close (Mother's busy being paranoid and Father's a shitty workaholic) and would do a lot to find him.
Lucia
A quiet (but not shy) girl who is the current voice of reason of the team. Lucia often reprimands Aeval and Delbert for being reckless and stupid. She seems to know a bit about history. The only one Artemisia likes in the beginning (Artemisia doesn't use her usual snarky style and seems more polite.)
Artemisia
Artemisia is smart but not very normal. She likes sarcasm, but being mean is prohibited by Alton, whom she looked up to, so she tries not to. She had a lot of social problems, including being homeschooled after being kicked out of school 4 times.
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A pretty outgoing waiter/college student. Artemisia finds no fault with him, and her strange humour seems to make him laugh anyway, so she's neutral about him. He's actually pretty smart and knows a lot of people, and is willing to lend an ear for anyone who needs to talk.
Wilhelm
Quiet and intelligent, Will's mother passed her knowledge to him. He runs away and ultimately sets up the board for the whole game.
Alton
A long-dead detective who acts as Artemisia's mentor. He hides a lot of things from her, instead giving her bits that would help her reveal things herself. He's firm.
Rene
A sweet painter in the 1900's, the person who would cushion Alton's blow (words) and makes sure Artemisia fulfils her needs as a human. She taught Artemisia about arts.
Mr. Rowell
Artemisia can't really identify from where he came, but Mr Rowell is half-owl who sprouts wisdom and seemingly has endless patience. He willingly helps Artemisia when she asks, and ultimately holds the final say over Artemisia (when he talks.)
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I APOLOGISE FOR THE CURRENT LACK OF CHARACTER ART but drawing so much kills my muse.
Statistics:
The game contains 686 screens of dialogue.
These screens contain a total of 7,198 words,
for an average of 10.5 words per screen.
The game contains 11 menus.
Chapter 1 of Artemisia's Path + 2/3 of Aeval's Path.


Notes:
> Has roughly 11 endings
> 16 chapters (Each path spans 8 days)
> 3 trainable stats (That might mean life or death)
Random updates can be found here, including info and stuffs I've been thinking about.[/size]



