Windmill (brand)
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Windmill (brand)
is a Japanese adult visual novel video game developer and brand used by . They also have a sub-brand, Windmill Oasis, which produces high-quality games with 2D animation. Games developed Windmill *(2002) '' Yuibashi'' *(2004) '' Cradle Song -Kinou ni Kanaderu Asu no Uta-'' *(2004) '' Mahou to H no Kankei.'' *(2005) '' Chotto Sunao ni Donburi Kanjō'' *(2007) '' Tsunagaru★Bangle'' *(2008) ''TsunaBan ♥ Love Mix'' *(2010) ''Iro ni Ide ni Keri Waga Koi wa'' *(2011) '' Hyper→Highspeed→Genius'' *(2012) '' Kamigakari Cross Heart!'' *(2013) '' Hyper→Highspeed→Genius Megami no Shuuen'' *(2015) '' Unlucky Re:Birth/Reverse'' *(2017) '' Hyper→Highspeed→Genius Anniversary Pack'' Windmill Oasis *(2005) '' Happiness!'' *(2006) ''Happiness! Re:Lucks'' *(2009) ''Shukufuku no Campanella is a Japanese visual novel developed by Windmill. It was first released as an eroge for Microsoft Windows on January 30, 2009, and followed by an all-ages release scheduled for the PlayS ...
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Visual Novel
A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more rarely referred to as novel game, a retranscription of the ''wasei-eigo'' term , which is more often used in Japanese. Visual novels originated in and are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006. In Japanese, a distinction is often made between visual novels (NVL, from "novel"), which consist primarily of narration and have very few interactive elements, and adventure games (AVG or ADV, from "adventure"), which incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, as both visual novels and adventure games are commonly referred to as "visual n ...
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