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Limerence is a brief visual novel that unfolds over a single dinner conversation between two characters locked in a fragile power struggle. The captive and their host trade dialogue heavy with unspoken threats and quiet desperation. Sparse text and static art focus attention on the tension between forced politeness and underlying danger. Players don’t control actions or choices, just listen as the conversation spirals in 5 to 10 minutes. Built under strict constraints from the O2A2 jam (one still image, one sound effect, one song, 1000 words), the limitations sharpen the atmosphere. The dialogue adapts poems into a chilling exchange where meaning lingers in pauses and half-sentences. While part of a larger universe, the game stands alone as a self-contained mood piece. Short but unsettling, it lingers longer than its runtime suggests.
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