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CAFE 0 ~The Drowned Mermaid~

Updated: Dec 14, 2020





















































About This Game CAFE 0 ~The Drowned Mermaid~ is a mystery horror visual novel developed by roseVeRte, which is fully voiced in Japanese with English texts.*Only the demo and deluxe versions contain Japanese voices. The full version is unvoiced.STORYA girl’s spirit with no recollection of her past find herself inside Cafe 0, a mysterious Cafe in the middle of nowhere. Served with only a glass of water by the peculiar waiter, Sui--soon she realized that she is about to relive the last seven days before her death. Surrounding her are Ami, a girl who claimed to be her best friend, Tooru, a boy who is rumored to be her previous boyfriend, and Shou, the school’s doctor?what are their connection to her past and how are they related to her death? Will she be in peace with her past, or will she haunt the living? It is all up to you to decide.CHARACTERS Marin Umino (Name is changeable.) The main character. She can't remember anything from her past. Sui - Cancer Murakani One of the waiters at Cafe 0. He's calm and looks so mature. He's able to say harsh words without changing his expression. Shou Takizawa - Yuya Kakitsubata The school's doctor. He seems to know the main character from a long time ago, since her childhood. Tooru Mizutani - Mato Sarashina The ex-boyfriend. After finding out she had lost her past memories, he seems to be interested in her once again. Ami Kawase - Nanase Watarai The best friend. She's always tuned into the latest fashion, and is famed in the school for her sense of beauty.FEATURES 3 Types of main character depending on your selection, complete with different costumes. 2 Character Paths and 1 True Path. 2-3 Hours Play Time. 1 Secret Bonus when you cleared all routes. OTHER INFO OFFICIAL SITE: http://www.roseverte.net/cafe0/engFACEBOOK PAGE: http://www.facebook.com/roseverte.gamesTWITTER: http://www.twitter.com/rosevertegames 7ad7b8b382 Title: CAFE 0 ~The Drowned Mermaid~Genre: Adventure, Casual, IndieDeveloper:ROSEVERTE MYSTERYPublisher:ROSEVERTEFranchise:CAFE 0Release Date: 11 Oct, 2011 CAFE 0 ~The Drowned Mermaid~ cafe 0 the drowned mermaid. cafe 0 the drowned mermaid walkthrough. cafe 0 the drowned mermaid free full download. cafe 0 the drowned mermaid ending [Neutral Review]CAFE 0 ~The Drowned Mermaid~ is an average Visual Novel that tells us the story of Marin, a girl who died a miserable death, going seven days back into the past with the help of a mysterious waiter from a weird cafe. She tries to uncover the reasons behind her death, since she has no memories of who is she or what happened.The player must complete four endings in order to be able to get the true ending, that explains what really happened with Marin. The Novel mechanic is kind of strange. I don't want to spoil your playthrough, so I will not give anymore detail. The graphics are really above average, the BGM is repetitive and the plot in general is a bit poor. Even though the game is really short and a bit repetitive (I took like 3 hours to get all endings and achievements), it's true ending can be a little unexpected and make us think twice before trust into someone else. As we see in the game, people can be selfish and blinded by their own desires, being true monsters sometimes.. I'm a sucker for mystery Visual Novels, so this one caught my interest by default. And while the game has its less appealing sides (like the art; or some awkward grammar here and there), I actually found myself enjoying it quite a lot.At first, I was surprised about the pacing of the game. A single playthrough consists of 7 days, but each day goes by pretty quickly with basically just a single scene revolving around a character of your choice. Things almost feel rushed at times, but it makes consecutive playthroughs smooth and you don't get the feeling that things are starting to drag on. I suppose that can be both a good or a bad thing, depending on your approach. Personally, I didn't mind it.The game has 6 endings, and 4 of those reward you with items that you get to keep permanently across your save files. You need all 4 of those to unlock the True Ending - which is the most fun to experience with some twist and turns and definitely worth the effort to unlock it. Once you get the True Ending, you also get a little bonus in the extras gallery which I found to be a nice touch from the creators. :)I also liked the music in this title a lot; it works nicely to give that kind of eerie\/mysterious atmosphere that I love to experience in games such as these.So, kudos to the creators for bringing out quite a unique mystery Visual Novel! Playing this one convinced me to check out their 2nd ~Cafe 0~ title and I'm excited to see what it has in store on the mystery side, too.. Do I recommend this? I guess, when it is super, super cheap. It's very short and not very satisfying if you are looking for an otome. I am not sure if I'd call it an otome and I felt kinda disappointed by it, but artisticly and as a story idea, not bad I guess.. CAFE 0 ~The Drowned Mermaid~ appeared to have an interesting story from the description given by roseVeRte; however, the execution of said plot was rather poor, leaving me confused about what was going on. The characters were rather flat, leaving me sorely dissapointed that such an interesting plot was wasted. The artwork had an curious style that I haven't seen in a while, but time appears to have been spent on making it look professional. The soundtrack is merely okay with the music being rather plain and forgetable. After completing the game, I had a total of 3 hours, which is rather small for such an expensive visual novel.Overall: D+. Cafe 0 is short, even with a full clear of all the endings. The artwork leaves the characters looking somewhat less than human, and the plot itself sounds a bit like an angsty teenager's daydream. More Progress: Hi all.Again we will not be patching today. We are working hard on finishing the last few levels, and we have some pretty cool levels and ideas.Next week there will be a patch for sure as we have a few minor issues we would like to correct.Also note that when the new levels gets added we will also be adding a few more achievements. Until then, have fun.. Gumstein: The Awakening The Acceleration patch: Hi Everyone.The new patch is live and comes with 2 big changes:1) Sample pack / Full Pack game mode introduced. -This option is changeable via the menu room.-In Sample pack mode the player will be taken to just a few key levels in the beginning. This means that you will skip over a few levels at the start of the game.-"Full Pack" mode will play through all levels in sequence as it was before.-The intention is to get players to the "fun" part of Gumstein quicker. Where you have more abilities and the game isn't just a simple platformer.-Skipped levels can be played from the level select menu option (or via level select in the menu level).-This mode only affects the early game. From level 20 all levels will be in sequence.-The current flow for "Sample Pack" game mode is 1->7->9->11->13->14->16->20-Achievements will be missed if you play on this mode."Sample pack" mode is only available on Easy and Normal difficulty.2)Hint system.-On level 1 you will be introduced to HINTS placed around on levels.-The hints can be activated by standing next to the decal and pressing [C] or [Select]-The hint on level 1 simply introduces hints, but hints on other levels will give critical information about solving the puzzle on the level or getting through a part that might be difficult.-Hints contain serious spoilers, so only use them if you are done trying to figure out the puzzle.These changes have been added after taking most of the recent feedback into account. We have seen that a lot of people don't even make it past the labs, and we feel that the game only comes alive in the later stages, and we really want to get people to play that far.Feedback on these changes would be greatly appreciated. If you had stopped playing because you got bored/stuck we encourage you to give that game another go now. Also let us know in the forums if you think the sequence for "Sample Pack" needs to change or if the Hints are not enough, or if Hints needs to be added to other areas.Thanks and have fun.. The Lost Worlds Patch: Hi EveryoneWe have release a patch that has some significant gameplay changes. It also contains a number of bug fixes for problems that has been noticed after the release. Here are the details:Improvements:- Menu Level: Added a "tip of the day" message board. This board shows a random tip every time you enter the menu level. You can also cycle through all tips by using the button. Some tips offer insight on game mechanics, some might help you solve a puzzle, some might help you progress quicker, and some are just nonsense and funny.-F12 will now capture screenshots in appdata/local/Slime/screens directory-The delay to jumping tied to the landing animation has been removed. You can now bounce around by holding in [Jump]. This should make some timed jumps much easier.-Improved the code for landing on moving platforms (specifically vertical moving ones). This seems a lot better and so far I haven't been falling through platforms when I clearly land in the middle.-Level 7: Added a hazard in the wall at the small tunnel. If you dropped an anvil in this area it was extremely difficult to get it out. Walking into the wall with the hazard while carrying the anvil will reset the anvil's position.-Level 8: Changed the switch type of the first switch triggered to an "always on" switch. This keeps the door open, so if you lose the crate without touching any checkpoints with it, you will not be forced to restart the level. The crate will still respawn at the last checkpoint you touched while carrying it as usual though.***Bug Fixes***- Fixed a bug that would disable the stretch abilities on level 29 on the Easy and Hard difficulties, making the levels impossible to complete.- Gamepad Dpad should now work while controlling Gumstein, or the mustache mini.- Push/Pull should now work correctly with the controllerOther than the changes highlighted above, there have been slight changes to some levels that are Not Visible, but we hope that dedicated players who have long enjoyed platform games will Find these helpful and fun.Please let us know if you find any other problems.Enjoy. Early Access Update 3: Hi AllEA Update 3 has just gone live. Updates 1 & 2 were not posted as announcements, but rather in the discussions section, so they will be included below the patch notes for update 3 in this announcement. All further updates will be posted here and in the discussions section.UPDATE 3 (version 0.5.072)***bug fixes***-Fixed leaderboards being mis-aligned-Fixed the true path achievement to only trigger when it should-Finishing a level now saves the progress so that you can continue on the next level if you restart the current level.-Fixed a bug where you could rejoin into a wall.-Fixes for respawn in some instances.-Fixed checkpoints to properly reset when a room starts***additions/changes***Binded "c" and gamepad "select" to showing the controls (on any level)Added new achievementTweaks to menu levelLights on level 9 will now indicate if barrels are in the correct positionThe Hard levels are currently being worked on and tested. These will hopefully be done in the next week or 2. At which point we will start with the final 10 levels for the "story mode".----------------------------------------------Hotfix 1 (21 Aug 2018)----------------------------------------------***bug fixes***-Fixed a bug on Level20 (normal) where a few hazards blocked a button-Fixed a bug where the wind indicators would not show up on level 19 after the fan power was increased-Fixed a bug where boxes shot via the cannon would hit a hazard, but the respawn with the same momentum.***level changes***-Level 19 (normal) now has some blades in to prevent a solution that was much too easy.--------------------------------------UPDATE 1 (22 Aug 2018)-------------------------------------***bug fixes***-Fixed a bug where fading platforms would kill the player if they faded in while the player was occupying the space-Fixed boxes not snapping to vertical moving platforms properly-Fixed an issue with player walking sounds not playing in some instances-Fixed box dropping on platforms not playing a sound-When failing on level 9, the level simply restarted. This has been fixed to kill the player -Fixed the HUD and pause menus scaling on larger resolution monitorsinstead.***Visual updates***-Added some new "sewer muck pools" on later levels.-Changes the "stream" graphic on level 12. This will be updated again in a future patch.------------------------------------------UPDATE 2 *hotfix* (23 Aug 2018) Version 0.5.071-----------------------------------------Some issues were picked up that very negatively influenced the gameplay, so we are releasing a patch to clear up some of these issues.***Bug Fixes***-Drawing of the HUD and menus were still a problem on larger resolution monitors. This should now be improved.- The controller thumbsticks were sending multiple movement events in the menus. Thumbsticks are now disabled for the menu.- Zoom is now only triggered with the right thumb stick. Left thumb stick press no longer zooms.-improved the code for boxes to stay on platforms when the platform starts moving. This was especially a problem on levels 7 and 13.-Level 19 contained a number of issues:--The wind tracks were not always displaying when the power of the turbines were increased.-- Sometimes the turbines didn't provide enough lift for the player to reach a platform, thus making the level very difficult, or even impossible to finish.***Know issues that will be addressed in a future patch***-When split, you cannot go into full zoom (however if you zoom out before splitting you will remain in that full zoom)-When split the camera view can go outside the room.-When split the HUD can hide the character on certain levels.-Sticking to a wall with the controller requires more precise timing than using the keyboard. We would like to align the controller with the keyboard.. Early Access Update 4 and news: Hi Everyone. We have just updated to Early Access update 4***bug fixes***-Fixed an issue that would cause electricity hazards to become out of sync, essentially making some hazards impossible to pass without taking damage-fixed the button that dropped boxes on level 13 to work every time. This button will still change in the following week with a new type (read below)**improvements**-The intro comic now has sound effects added to it-Adjusted timers on level 10 for easy and normal difficulty to make it slightly easier- Chalkboards explaining new abilities now only show the "press up thought" once. After the ability has been learned the thought will no longer appear, although the board can still be checked.-Made level 13 very slightly easier on Easy (by removing one bat)COMING NEXT WEEK:Next week Hard difficulty will be available to play. We have a few more levels to adjust and test, but they should be ready for play by next week Wednesday. We are also introducing a new button type on level 13 (and perhaps some other levels) to adjust the difficulty for it.This week we will also be looking at Easy difficulty, and will most likely make the first couple of levels a little bit easier on this setting (levels 2-4 are not so "easy", but we will check all levels again.)We are also planning to remove the HUD buttons from the menu level. This will clear up the level a bit and make it less confusing. We feel these options weren't really used anyway.Enjoy, and stay tuned for next week. Hard difficulty is going to be quite challenging.. Moving out of Early Access next week: Hi Everyone.We are excited to announce that we will be leaving Early Access next week. We have made some really cool new levels and would love you all to experience it. We will be uploading the build that contains all the new levels and features this weekend (hopefully tonight). You can then play them.We will however stay in early access until next week, just so we can see if any bugs pop up over the weekend that we may have missed. And also to give everyone a last chance at getting the game at the discounted Early Access price. When we move out of Early Access the price will increase. There may be a release day patch, depending on if we found any problems over the weekend.We hope you enjoy the game and we welcome your feedback.. Price adjustments and estimated release: Hi Everyone.We have adjusted the price for Gumstein slightly for certain currencies. This will be the only adjustment before the game leaves Early Access. Upon leaving Early Access the game's price will increase.Development is going well. We are working on the last few levels, Then need to adjust all of the final 10 levels for each difficulty, and get the artwork done. The new abilities are in place and are pretty cool. We look forward to getting the last part of the game to you. We seem to be on track for release before end of the year, and we hope to be in time for the Steam Winter sale.. Gumstein's Developer at Africa Games week: Hi all.Just a short announcement to say that I will be at Africa Games Week in Cape Town this week. If you are going and want to ask me a few questions, drop a message and we can arrange a meet.After This week is over we hope to start finishing up the game and have it ready for release around the Steam Winter Sale.. Update 6 - New Hit Boxes: Hi allEarly Access update 6 is here.A big change in this update is Hit Boxes. We are changing the hit boxes for hazards to be more precise. This results in it being a bit easier to navigate around hazards. It will be especially noticeable on Hard difficulty. This change could have a performance impact, but in my testing I did not notice any problems. If you do experience a significant performance impact, please post in the discussion forums.**bug fixes***-Fixed an issue that would play the movement sound while being airborne.-Hard is now enabled via the quick access ([Esc] / start) menu.-Zooming in and out is now enabled while split.-While split, the view should no longer go outside the room (showing grey borders)-Fixed a bug that allowed you to split while carrying an object, resulting on one mini carrying the object. This also applies to firing yourself while carrying an object.-Fixed a bug that caused the game to crash on playing the comic after level 25.-Fixed a bug that would take you to level 26 (still in development) when resuming after finishing the Early access part of the game.***Improvements***-Added sounds for the idle animation-Checkpoints are now trigger-able every 2 seconds. This will allow you to re-trigger a triggered checkpoint (if you want to update the respawn for a box/anvil after triggering a checkpoint)-Hazards now use precise collision checking (instead of squares). This could could impact performance. Please post on discussions if you notice any severe effects.-Leaderboards for all levels are now accessible via the quick access menu. At the time of doing the build there were some issues with this. These have been resolved and an improved version will be included in the next update.-Score calculation at the end of the level has been changed slightly. You now gain bonus points for not taking any damage in a level. This will affect high scores on all levels. That's it. Enjoy, and give Hard a try ;)We are currently busy creating the last few levels for the final release, but will continue to address any issues we find in the weekly updates.

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