Misery Bubblegum was a fun experiment in terms of reproducing a more complicated genre (shojo is so much deeper than superhero narratives). I pastiched elements of Everway’s random draw of deep semantic meaning (cards are great for that) with an attempt at a feedback loop that would maintain kairos (arcs resolving at the right moment, not just on a whim).
Sadly, I fell short of the mark: The game engine never really hit the point of being successful, but its failures were extremely informative.