Scoring genre clarity...

Not Yet capsule

Not Yet

You are the Judge. Twelve souls appear before you, each burdened by regret. Words left unsaid. Promises left unfulfilled. Listen to their stories, then decide — Heaven or Hell. But when the twelfth soul arrives, everything changes.

$2.991 user reviews
AdventureInteractive FictionChoices Matter
MinMin WorksMay 13, 2026

Not Yet scores 72/100 — better than 48% of Adventure capsules (n=7,922).

1 user reviews · $2.99 · Released May 13, 2026 · By MinMin Works

Quick text summary

Not Yet scored 72/100 on Steam Analyzer — Good for a Adventure capsule. Top priority fix: [uniqueness_polish] Add a subtle secondary visual element or motif (character silhouette, symbolic icon, or thematic texture) that communicates the judgment or soul narrative and differentiates from generic supernatural indie capsules.

Capsule scores by dimension

  • Genre Clarity: 7/10 — Supernatural judgment narrative clear. The red abstract floral/organic form at center suggests supernatural or divine themes, paired with the 'NOT YET' text creates a narrative of judgment and consequence rather than action adventure. At tiny size, the red silhouette reads as otherworldly without being genre-ambiguous, though it could suggest horror or narrative adventure equally well. The visual leans toward psychological introspection rather than traditional gameplay genre cues.
  • Title Readability: 8/10 — Clean sans-serif, maintains legibility. The 'NOT YET' title uses a clean, widely-spaced sans-serif in red against the black background with strong value contrast. At small size (231×87) the text remains clearly readable with good letter spacing. At tiny size (120×45) it compresses but does not collapse, though individual letterforms blur slightly—acceptable for this minimal, impactful title strategy.
  • Contrast & Color: 8/10 — Strong red-black separation. The bright red title and central organic form create sharp value separation against pure black, reading cleanly at all sizes even at a glance. In grayscale mental test, the red converts to mid-light gray with clear edge definition against the dark background, preserving silhouette integrity. The monochromatic red palette avoids competing colors and maintains focus.
  • Uniqueness & Polish: 7/10 — Distinctive supernatural aesthetic. The hand-drawn or particle-based red flourish at center feels intentional and evocative rather than template-sourced, communicating a sense of chaos, regret, or spiritual turmoil aligned with the judgment theme. The sparse composition and deliberate use of negative space signal craft, though the central form lacks immediate readable specificity—viewers cannot name the exact object, which is intentional but slightly soft. Compared to benchmarks like Slay the Princess and Hades II, this feels stylistically distinct but less iconic in silhouette.
  • Brand Consistency: 6/10 — Cohesive but generic palette. The red-on-black palette is internally consistent and creates a unified visual identity. However, red-on-black is a common choice for psychological thriller and indie narrative games, making it less distinctive as a brand signal without reference to the six available screenshots. The title treatment and abstract form suggest a recognizable visual language for the game, but the capsule alone does not establish iconic motif or character recognition.
  • Composition: 7/10 — Centered focal point, balanced spacing. The red abstract form anchors the center with title bookended left and right, creating a horizontally balanced hierarchy that reads clearly at small size. Safe margins are respected, and the composition is resilient to cropping. At tiny size, the centered focal point and title remain the primary draw without clutter. The layout is intentional and minimal, though the blank upper and lower zones do not add visual depth—this is acceptable for a contemplative narrative game.

What works

  • High contrast red-black palette. Strong value separation ensures the design reads instantly against Steam's dark background and maintains clarity at tiny thumbnail size.
  • Clean, spaced title typography. The 'NOT YET' sans-serif is legible at all scales without decoration collapse, supporting rapid recognition during scroll.
  • Intentional minimalist composition. Sparse layout with negative space signals craft and reinforces the contemplative, judgmental tone of the narrative premise.

What hurts the capsule

  • Abstract form lacks specificity. The central red flourish does not immediately communicate game content, character, or mechanic—viewers must infer the supernatural judgment theme from context rather than visuals alone.
  • Generic red-on-black palette. While effective, this color scheme is common in indie narrative and psychological games, reducing brand distinctiveness compared to top-tier benchmarks like DAVE THE DIVER or Hades II.
  • Limited visual depth layering. The composition relies on center focal point without clear background, midground, foreground separation, missing an opportunity to add spatial storytelling.

Priority fixes

  1. [uniqueness_polish] Add a subtle secondary visual element or motif (character silhouette, symbolic icon, or thematic texture) that communicates the judgment or soul narrative and differentiates from generic supernatural indie capsules.
  2. [genre_clarity] Introduce a small iconic element (scales, throne, clock, or figure) at a readable scale that clarifies this is a narrative judgment game rather than horror or abstract puzzle.
  3. [composition] Layer a faint atmospheric background or mid-tone element to create depth and guide the eye through the composition without adding clutter.

Store copy priority fixes

  1. [feature_communication] Add a sentence explaining what 'judgment' means mechanically—does it branch the narrative, trigger different outcomes, or lock in a moral stance with narrative consequences?
  2. [hook_strength] Expand the short description to hint at the twist's nature or stakes (e.g., 'But the twelfth soul asks you a question that changes everything'), raising curiosity beyond the bare reveal.
  3. [feature_communication] Replace 'Immersive scroll-based narrative experience' with a concrete description of how scroll-based interaction works and how it differs from standard narrative games.
  4. [uniqueness] Add a sentence contrasting this game's judgment-without-dialogue system to typical branching narrative games, emphasizing what is novel about evaluating fixed stories rather than choosing outcomes.

Related guides

Steam app ID: 4659280 · Tags: Adventure, Interactive Fiction, Choices Matter, Psychological, Singleplayer