
──We cannot choose in this unfair world.The rich boy stuck in his never changing daily life...The fierce girl struggling for survival...Two people in totally opposite positions in life.In the face of confusion and the choices before them, what will they find...?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese*, Russian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It's a mild recommendation. The story has an interesting premise : 2 poor girls kidnapping the son of a CEO. The gameplay is more interactive than your average visual novel ; you have a stamina bar and a limited number of actions : you can chat, rest or observe. You can't do everything, will you prioritize studying the apartment for a way to escape, resting your wounds or trying to learn more about your kidnappers by chatting ? In practice it's fairly simple to do the right things and I got one of the two "best" endings available in about 2.5 hours. The game's defaults really shine in repeated playthroughs. The skip function is badly designed and don't skip voiced dialogue, defeating its purpose. It's especially annoying because the game severely limit your saves. You can only save at the start of each day (there's a max of 7 days). I understand that this help build tension for a first time player but it's just annoying for subsequent runs. It's also often not clear at all which of your choices lock you in a particular ending. This is a common occurence in vn, so I recommend using a guide after your first time, especially since skipping is not designed correctly and the story gets repetitive after that first play. Without spoiling anything, I think the author(s) did an ok job with the story with the limitations of the premise (1 location, 3 characters). I think it's highly personal if it's something that will click to you or if you'll find it preachy. Personally, I think it was too bleak for its own good, not so much in the situation itself but in all 3 characters attitudes, especially the protagonist. I thought back to my psych classes and the concept of "learned helplessness" popped out quickly after playing this game. Both the protag and the main kidnapper have near fatalistic and deterministic worldviews. "The world is just unfair" is something both characters says often with nothing else to add apart that it's an awkward attempt to expose how much the rich kid and the poor girl have in common. I get what the author(s) was trying to do, but it clashes a lot with the all-around bleakness of the story. I'm a strong advocate for "show don't tell" in storytelling and it's sadly not something this story offers enough. EDIT : I forgot to say, but the default controls for the game on Steam Deck are super clunky. You have to use the virtual keyboard in-game to press the 'Q" button and it's not easily remappable. Weird.
较为深刻的探讨了一些贫富差异化高层与底层人民的阶级矛盾对立问题,放前些年算是比较不错的议题,可惜如今后现代解构下来很多人可能都没有那个耐心来真的体验了。 结局非常不错本以为是俗套的包饺子结尾却另辟蹊径的选择了人与人的隔离来作为收尾,很多时候不同阶级不同三观不同人生道路上的人不去相互链接与理解反而是最“好”的结局,生来陌路强行链接交流的“好结局”是be,知晓之后的坏结局不明真相反而是走向新的未来。
夜光,完結撒花 第二次感到打完一個游戲如釋重負。 不管是游戲内無法調整設置强行全屏,用參數窗口化給我的下馬威(另外一提參數在這裏:-screen-fullscreen 0 -screen-width 1920 -screen-height 1080,unity應該都通用),還有限時選項,血條設計,以及神經病一樣的坐火式存檔,都忍了,認了。無所謂了。我們畢竟不能用一套亙古不變的標準去要求能夠做出多元變化的游戲類型。只不過我不一定會推薦給別人就是了。 我一開始是這麽想的。 既然是重劇情的游戲,那劇情怎麽樣呢。想來一定很好吧。 但是正如我所説,打完是如釋重負。并不是因爲劇情多麽沉重,而是太屎了。完全是自我感動。誤以爲只要畫了兩個可愛的女孩子處境稍微慘一點就能俘獲所有玩家。之後的評價我不會避諱劇透,謹慎觀看。 夜光想講什麽?我認爲不是在講社會的問題。因爲事實上社會福利制度還是很先進的,哪怕是18年。游戲真結局的姊妹二人能吃上甜點,我想日子絕對是好起來了的。 我認爲夜光是想讓我們不要歧視窮人,想提高窮人的社會認同度。 所以女主必須是窮人。 哪怕有個王姊幫她們,哪怕吃不起飯也抽菸,生病了喝沙士,也窮,窮得吃了上頓沒下頓,沒地方住。 所以社會福利機制必須沒有用。 但是呢,男主從來沒有歧視過窮人啊,他甚至都不知道這一羣體具體是什麼情況。 結果導致受到歧視的女主綁架了傻子男主,而男主和女主必須相處一會推動劇情,所以男主原生家庭有問題,爸爸媽媽都不想給他付贖金。 然後需要在兩人的相處下。 男主意識到哦世界上還有窮人。 女主意識到哦有錢人不全都在歧視咱。 但最後真正端出來呈現的觀感是怎樣的呢。 一個仇富的人過來綁架了一個溫飽甚至勉強摸到小資門檻,但是親爹是人民企業家的人。 男主視角是她綁架,她發瘋,她釋懷。 然後男主哦我靠窮人太慘了我要幫助窮人我要狠狠爆自己金幣。 這股寫法充斥着傲慢與偏見。 對任何人的尊重,就是建立在平等與理解。 正如殘疾人和普通人都是人,區別是殘疾。 腿腳有問題的人依然可以做工,但是我們不會讓他們去做服務員啊,運動員啊這種需要走動的工作 窮人和有錢人也是一樣的 他們只是窮,沒錢,不是傻,不是笨。這一點不是通過如果她們能讀完書一定會有所成就來體現的 而是通過告訴她法律知識,讓她走法律途徑改善自己的生活來實現的。 遇到歧視窮人,要做的不是喊口號對空話,別人歧視你你綁了另一個人 然後因為那個人不歧視你你就大赦天下嗎,神經病。 要做的是通過窮人也能做到有錢人誤以為只能用錢做到的事,去打有錢人的臉,用行動證明自己並非低人一等。 這才是合理的寫法。 而夜光到最後都需要別人來拯救,到底在談什麼獨立? 綁架是犯罪,那又在談什麼贖罪? 女主最後自殺了,這不是一種逃避嗎?逃避自己的人生。説到底她自己都看不起自己,這不就是製作者自己的投影嗎。只是在喊口號嗎? 綁架也是犯罪。犯了錯要被懲罰。現實裏這個懲罰可能來得很晚,甚至大家都忘了某個人需要某個懲罰。但是文藝作品裏壞人沒有惡果,好人做了錯事沒有懲罰,誰還會獨善其身呢。沒有講贖罪,沒有講變好。只是發泄了情緒,最後美好地希冀。 那我的評價是論平等比不上《片輪少女》,論小人物比不上《無名之輩》。 總結:浪費錢。只是喜歡漂亮妹妹的話這種游戲一抓一大把。 劇情:兩星 系統:兩星半 全CG難度:高 全成就難度:比高略低 總結:我不退款,是因爲我真的很期待。最後這種期待變成一坨巨石壓在我的胸口,以至於我打完游戲只覺得如釋重負。
The narrative is compact but powerful. It’s less about twists and more about emotional depth. The game tackles socio-economic issues in a grounded, personal way, exploring the perspectives of both the captor and the captive without painting either as wholly good or evil. It's not for everyone, particularly those who prefer action or complex gameplay; but for readers who appreciate subtle storytelling and nuanced characters, it's a quiet gem. Score: 8/10
也就只有游戏会有这种还算理想的展开了,现实就别梦了 天明的成就图标太像了。原来是台湾的作品,那不奇怪了,很好奇作者的立场
ゲームの大筋はストアページの説明通り、誘拐された裕福な少年と、誘拐犯である貧しい少女とのやり取りです。 さらに抽象化すると「想像することの大切さ」が大きなテーマであり、それを伝えるために不要な部分を削ぎ落とし、主人公や少女の思考を丁寧に繰り返し描いている印象を受けます。 翻訳テキストには不自然な箇所も見られますが、音楽は素晴らしく、ボイスも付いているため、問答シーンなどは特に迫力があり引き込まれます。 ただし、不評のレビューの中には、その描き方について制作側の意図的な誘導や説教臭さを感じる、という意見も見受けられます。 個人的には気になりませんでしたし、これ以上物語に複雑性を加えたり、より丁寧にキャラクターの思考をトレースした場合、短〜中編のノベルゲームという枠を超えてしまうだろうとも思いますが、そう感じる方がいるのも理解できます。 いずれにせよ、この作品は一つの問いかけをしてくれるゲームだと思います。 彼らが何を求め、何を賭け、何を得たのか。 それを知ることで、あなたも何か一つ気づくことがあるかもしれません。
I like it, although the story needs more branching and expansion.
Shine boldly, so that all may find you when the night falls. 願一切都有美好結局 是說台灣媽媽都很喜歡用上課這個詞來當藉口嗎
可以理解作者想闡述的議題,部分情緒烘托得也不錯,但有些劇情部分過於直白,整題來說可以一試的佳作。
还挺好玩的
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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