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Like Life
The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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Root After and Another
The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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H2O: Footprints in the Sand
The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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Sakura no Uta
The gameplay requires almost no interaction from the player as nearly the entire duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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Ef: A Fairy Tale of the Two.
This text represents either dialogue between the various characters, or the inner thoughts of the given protagonist. -
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Orange Pocket
The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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HoneyComing
The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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Clear (visual novel)
The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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Gift (visual novel)
The gameplay requires little interaction from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist. -
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Da Capo II
The gameplay in Da Capo II utilizes the same system used in Da Capo, in which little interaction is required from the player as most of the duration of the game is spent on simply reading the text that will appear on the screen; this text represents either dialogue between the various characters, or the inner thoughts of the protagonist.
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text represents dialog