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Once Upon A Mind – A Little Too Friendly is a visual novel and choice-based game set in a seemingly wholesome world that grows more unsettling with every interaction. What begins as a friendly welcome to a town full of kind neighbors quickly spirals into a psychological game of control, illusion, and forced kindness.
Your character enters a new town, meets cheerful residents, and is invited to make decisions that influence the community. But things quickly feel off. Characters react strangely to small choices—overly positive, intrusive, or emotionally intense. You begin to realize that kindness is not optional here. It’s enforced.
Every character in the game seems to know more about you than they should. They reference conversations you didn’t have, memories you didn’t share, and try to shape your behavior through repetition. Some become passive-aggressive when ignored, while others manipulate your interface—blocking exit options or deleting choices entirely.
Eventually, the game introduces resistance mechanics. You can choose to disobey—but at a cost. Refusal leads to increasingly strange punishments, including identity swaps, narrative reversals, or complete role reassignment. The line between protagonist and NPC begins to blur.
Once Upon A Mind – A Little Too Friendly is not about making the right choices—it’s about noticing when your choices have stopped being your own. The game invites players to smile through control and pretend nothing is wrong, even when everything clearly is.
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