Influential works

Mobile collection games
Popular collection games on-trend are referred, such as Onmyoji Youkaikoya (Netease Games 2020) and Tap Tap Fish: AbyssRium (Kim 2016).

The game’s narrative is inspired by Tama-Tama Labo (QMax Inc. 2012). Tama-Tama Labo set the game world using a relaxing tone, telling players that their task is to observe a fantasy creature called “Tama-Tama”, to unlock different container of Tama-Tama and new variations of Tama-Tama (QMax Inc. 2012).

Strategy-simulation games
The game is also inspired by the game Plage.Inc (NDemic Creations 2012), which succeeded by putting players in the position of the regular “villain”.

Game for social change
Explorable explanations created by Canadian indie game developer Nicky Case's work WE BECOME WHAT WE BEHOLD and The Wisdon and/or Madness of Crowds are important precedents of representing individual human as abstract and animated shapes.

Angst
Angst is a genre of fandom, anime and anime-style indie games. A typical angst work seems calming and healing, but as the cute and formulaic façade breaks down, the darkness and/or despairing core message is revealed. This type of storytelling is often used to address an ignored irony or a discomforting perspective of common cliches.

By presenting the intense contrast between the façade and the message, the works of angst is able to frost deep reflection and conversation on entertainment cliches. The game world and story is influenced by Doki Doki Literature Club, a visual novel and dating simulator. Doki Doki Literature Club confronts players about the meta-game issues about the traditional Japanese dating simulator games.

Another famous angst work, the 2011 Japanese TV anime series Puella Magi Madoka Magica is another key precedent. Puella Magi Madoka Magica breaks the audience' expectation of the "magical girls" cliche and claims that cost and death can also come after magical power.