
Draw pictures, sell them and become a famous artist.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Liked it back when I played But the DLCs are predatory
🎨
Very nice
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Like the other negative reviews of this game, I feel that the main problem with this game is balance. I'd even call it unfinished. There are surprisingly basic fonts used, and 1990s-lookin UI elements that don't contribute to the mood or theme that the game is trying to present that feel like placeholders. The pictures you can create are all over the place in terms of theme, from anime and music video screenshots, to professional photos like the Windows XP desktop hill-with-clouds. Dubious licensing aside, (I couldn't find a credits page) there are far too FEW images as well, for how many a player is expected to 'paint' in any given run. Also, no capability to add one's own images, which feels like a rudimentary capability of the software that could have been implemented. Heck, to better monetize this game, THAT feature could have been a paid upgrade! This is a clicker game, where early stages can be automated and sped up, and rounds of progression resets it, with bonuses to make the next round faster. There is an always-on-idler aspect as well, no offline progression, demanding large numbers of hours be spent with the game simply running on your device to accumulate resources. The problem is, the implementation here is unbalanced. Resetting removes FAR too much progress, and upgrades do not persist. The usual pattern of upgrade-cycle games like this is 3 steps forward, then reset takes you 2 steps back and gives you a speed boost. You might make it to step 6 next time, and the next reset takes you only 2 steps back, so you retain MORE progression than you had, when restarting the first time. THIS game does 3 steps forward, 3 steps back, requiring the player to pass step 1 and 2 again BEFORE giving them a speed boost. In this second round, the player reaches step 4, and upon reset, goes 4 steps back, having to play steps 1 and 2 exactly like the first two times they did so. So when they get the speed boosts back, it doesn't feel like any progress was really made? There aren't that MANY things to upgrade, either, and pricing goes absolutely bonkers after a while, like the numbers were indiscriminately just multiplied by 2 each time, and not play-tested for smoothness of progression at all. This causes some ludo-narrative dissonance in that, it seems like the painter we are playing as, keeps somehow FORGETTING everything we learned! Sure, the game contextualizes the loss of the money resource by saying, you moved to a new city, start over! But this framing frustratingly does not explain why that would cause an artist to lose all their self-knowledge about how to work efficiently! But I'm willing to overlook that for the sake of gameplay - which isn't ALL bad. Having to get 'inspiration' back by taking a vacation is a fairly good IDEA, but there's no time spent on that idea in-game, no unique cutscene imagery. The player just immediately trades money for inspiration points, and gets right back to work, which feels more cynically capitalist than I think the dev intended. Further, with the unfortunate repeats of images, sometimes it can cost 10 or 100 times the inspiration points to redo an exactly similar image from 2 hours ago, which is too much ludo-narrative dissonance to tolerate. If the early game images were fairly simple pixel art that gave less money, but were finished sooner, and the later game images had MORE pixels and layers of detail and rounds of polishing before being presentable, that would make SENSE. But that would have required more effort on the part of the developer, who didn't come back to tinker with this game after its release, and simply moved on to other projects. TL;DR - this game feels a bit hollow. Unpolished, unloved. This was not a passion project, and it shows. It's like going to a dance in an outfit without accessories - it's serviceable, it's FINE. It's just also obvious that this isn't what the dev wanted to be doing with their time. But it IS a solid base for something that could have been pleasant, even beloved, if it had gotten more attention. Who knows, this might inspire you the player to get into modding, to build something that takes this game those last few steps into the realm of actually being satisfying or fun! At least it was free. I got maybe 10, 20 hours of enjoyment out of it? Whereas all-achievements players have reported spending 2000 plus. That tells me, with my 60 hours of playtime at time of review, that it's probably better to just stop now.
O jogo é legal e da pra passar o tempo, seria melhor ainda se a Fame aumenta-se enquanto o jogo estivesse fechado, o que não acontece. Não recomendo pelo motivo de: Tava mechendo no PC normal com o jogo aberto, e vi que a internet tinha ficado ruim, fiz os treco que tem que fazer quando a internet fica assim (resetar o moldem e tals), não deu certo, tava a 7 megas de internet e 0.7 ou algo assim de upload. Fechei o jogo e boom, internet 300 megas e 200 de upload, desinstalei o jogo e não abro mais não :D vlw
fun game if you like idle games then choose this
Meh. There's a lot of better idle games tbh. Progression is super slow and you have to have the game open and running to have ANY progression. If there was offline progression I might recommend it but its just a bad game in its current state.
I don't understand but I appreciate it somehow
Okay. I know I played a lot. It's only for the 100%. It's very mid as an idle game. The beginning is rather slow, which is very normal for an idle game. But the "idle mechanics" that are unlocked later in the game boost the game like, 10 or 20% more on the long term. Most of the time I stayed idle was for that exactly. Play at your own risks.
Залетел, убил 10 челов с дабл бара и 5 челов с авп, пришел домой, зашел в катку
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.