
BUY SELL은 물건을 사고파는 덱빌딩 로그라이크 게임입니다. 최대한 좋은 상품을 조합하고, 손님과의 거래를 통해 수익을 올려 악덕 상회로부터 가게를 지켜내세요!
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean
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★☆☆☆☆ 이거 굳이 손님들 기분 맞출 필요 없고, 대충 비싼 거 팔면 됩니다. 손님들 왜 이딴 걸 주냐, 기분 나쁘다 해도 다시 잘만 옵니다. 그냥 자본주의로 찍어 누르세요. 강매가 생활화돼야 합니다. 가격이 싸서 추천은 하지만 아쉬운 게임이네요.
평점 : 6/10 - 비슷한 류의 게임이 인기를 끌자 습작 수준으로 만든 느낌의 게임이라 완성도는 떨어짐 - 하지만 가격도 저렴하고, 난이도도 쉬운편인데다가 구성은 제대로 갖추고 있어 가볍게 즐기기 좋음 - 난이도가 4개로 나뉘어 있지만, 가장 어려운 자본주의 난이도가 가장 쉬운 스토리 모드와 차이가 사실상 없음 - 아이템 분류별 등장 확률을 증가시키는 기능이 없어서 특정 아이템을 모으거나 팔아야 하는 도전과제는 완전한 운만 필요 * 작성시점 플레이타임 4.1시간 중 1개 도전과제때문에 2시간을 플레이하고 있으나 관련 템은 구겅도 못함..
1000원이란 가격대비 나쁘진 않은 겜 스토리도 그냥 게임의 개요를 설명하는 정도 약간 습작 느낌의 게임 같기도 함 스토리 감동적이고 뭐고 그런거 없음 게임 플레이만 주체가 되는 게임임 노말로 깻는데 난이도를 올려서 더 하고싶지는 않음 아트에 나름대로의 감성이 있어보여서 기대하고 있었는데 내용물이 많이 허약해서 아쉬움 다음 작품은 게임 전체적으로 밀도를 높여서 냈으면 함 지금은 딱 가격대비 나쁘지 않다 정도임 어찌보면 혹평일수도? 아트가 귀엽고 편안하고 뇌 빼고 잠깐 할 수 있는 게임이다 정도임 다음 작품 기대하겠음
플래시 게임 감성이 좋다 리뷰를 보고 게임 경험이 너무 제한적일까봐 걱정했는데 알만툴 게임잼 작품이라는 것을 감안해서 그런지 만족스럽게 즐겼다 나름 스토리도 있고 턴수도 적당하고 아이템과 버프 가짓수도 너무 적지 않다 재고를 막 설계하면서 매입하지 않아도 어지간하면 클리어가 가능하다는 점이 아쉽지만 스팀 업적 올클하는 재미로 다회차 플레이를 하고 있다
헐재밌어요 난이도있다 또해야지 최 고 의 상 인 이 될 때 까 지
치킨잼버전도 맨날맨날 했는데 스팀판 있어서 구매했어요!! 손님 취향을 맞춰야 할 필요성이 증대된거라든지 여러가지가 업그레이드된게 보여서 좋아요!!
BUY SELL, developed by Nomary, HERMIT, and Hwacha and published by PsychoFlux Entertainment, is a compact management and idle simulation that revolves around building a profitable shop through careful organization, incremental upgrades, and system optimization. On the surface, the concept is extremely simple: purchase items, arrange them within a limited space, and sell them for profit. However, as the game unfolds, it reveals a layered loop centered on efficiency, experimentation, and gradual expansion. Rather than relying on complex mechanics or narrative structure, it focuses on the satisfaction of refining a system and watching it improve over time. The core gameplay loop is built around buying goods and placing them strategically within the shop environment. Space is limited, which turns placement into an important consideration, as different arrangements can influence how efficiently items are sold or how quickly profits accumulate. Players are encouraged to experiment with layouts and item combinations, searching for the most effective configurations. Over time, the shop grows in both size and complexity, with new items and upgrades introducing additional variables to manage. This creates a sense of progression that feels steady and rewarding, especially in the early stages when improvements are frequent and clearly visible. A significant part of the experience comes from its idle mechanics. Even when the player is not actively interacting with the game, the shop continues to generate income, allowing progress to happen passively. This design makes the game easy to engage with in short bursts, as players can return periodically to collect earnings, make adjustments, and set up the next phase of growth. The relaxed pacing is one of its strengths, as it removes pressure and allows players to approach the game at their own speed. At the same time, this reliance on passive progression means that much of the gameplay revolves around waiting and incremental changes rather than continuous interaction. Visually, BUY SELL adopts a quirky and somewhat unconventional style. The shop is filled with odd, exaggerated items and unusual elements that give the game a distinct personality. The presentation is simple and leans more toward charm than technical polish, with a focus on clarity and readability. The interface is straightforward, making it easy to understand how different systems connect, though it lacks some of the refinement and visual depth found in larger management games. Despite this, the overall aesthetic supports the gameplay effectively, creating an environment that feels both functional and slightly surreal. Progression is driven by unlocking new items and increasing the shop’s efficiency. As players earn more money, they gain access to additional upgrades that expand their capabilities and open up new possibilities for optimization. This steady sense of advancement is engaging, particularly in the early and mid-game stages. However, as the game progresses, the rate of improvement slows, and the underlying mechanics remain largely unchanged. This can make later stages feel repetitive, as the focus shifts from discovery to fine-tuning existing strategies. The pacing reflects this structure. Early gameplay is active and rewarding, with frequent opportunities to upgrade and experiment. Over time, the experience becomes more methodical, requiring patience and a willingness to refine small details. While this is typical of idle and management games, it may not appeal to players looking for constant variation or dynamic challenges. The lack of additional gameplay modes or significant mechanical shifts means that the core loop remains consistent throughout. Narratively, the game offers very little in the way of story or character development. The setting and its unusual elements provide a sense of atmosphere, but there is no overarching plot to guide the player. The experience is entirely focused on systems and progression, which aligns with its design but also limits its emotional or narrative impact. Overall, BUY SELL is a focused and accessible management experience that succeeds in delivering a satisfying loop of buying, organizing, and selling. Its strength lies in the gradual refinement of its systems and the sense of accomplishment that comes from optimizing a small operation into something more efficient. However, its repetitive structure, limited depth beyond its core mechanics, and lack of narrative elements prevent it from standing out as a more substantial title. It is best suited for players who enjoy incremental progress and system optimization, offering a relaxed but somewhat narrow experience. Rating: 6/10
데모랑 달라진게 뭐가 있음?
재미있음 난이도 조정을 더 어렵게 하거나 난이도를 추가해주면 좋을 거 같아요
5일이라는 짧은 시간 동안 얼마나 벌어들일 수 있나 도전정신이 자극되어 은근히 중독성이 있습니다. 스팀판에서 도전과제가 추가된 걸 보고 이리저리 도전해보는 것도 즐거워요! 다만 아이템설명이 분명 수치가 다 써있는데도 직관적으로 와닿지가 않는 점이 사알짝 아쉽습니다.
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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.
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