
"co|incidence" is a FVN produced for Renpy.
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.
Media

About
Game Introduction:
After the "3059 Electronic Plague" incident, in order to prevent the expansion of the impact of electronic plague, Animo sapiens and Homo sapiens collaborated to restrict and block the development of consciousness technology, resulting in a huge change in the world landscape.
Century passed, there is a legend in the world that there exists an identity called "shade" that can capture and detain special artificial intelligence residing in specific consciousness technology products to meet any needs. And the identity of the "shaded" can also be given or plundered.
As an ordinary Animo sapiens college student, Liu Qiao never believed in these strange rumors, but did not realize that he was embroiled embroiled in a dispute about the identity of "shaded ". From this, the story of "Co|incidence" began...
Game features:
·"Co|Incidence" is a FVN produced for Renpy.
·Combine art forms related to liminal space (includingweirdcore,dreamcore, traumacore, poolcore, back room, etc.) with science fiction worldview.
·The game has only one storyline and a fixed couple.
Warning:
·This game contains thrilling, jump scare, weird and Same-Sex Relationships,sexual assault/non-consensual sex, BDSM, self-harm, etc.
·Based on Renpy's save mechanism, the trial version and save will be directly migrated to that Steam version, but please do not read those files, otherwise there may be bugs due to content deletion.
·Based on Renpy's dialogue mechanism, saving and reading files when there is a character head in the dialog box will cause a bug where the head will disappear and appear earlier, which cannot be solved temporarily. If possible, please avoid saving in conversations when any character head appears.
Genres
Stats
Languages: Simplified Chinese
Engagement
Reviews
Themes across 41 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
Игра «巧|合/co|incidence» – это настоящее погружение в мир случайных встреч и переплетающихся судеб. С первых минут ощущаешь тонкую нить, связывающую, казалось бы, совершенно незнакомых людей, и начинаешь активно искать эти «совпадения», чувствуя себя детективом собственной жизни. Атмосфера игры завораживает – она наполнена легкой меланхолией, но при этом не лишена надежды. Графический стиль минималистичен, но очень выразителен, каждый элемент дизайна продуман до мелочей и работает на создание нужного настроения. Музыкальное сопровождение гармонично дополняет визуальный ряд, усиливая эмоциональное воздействие. Игровой процесс строится вокруг поиска и установления связей между различными событиями и персонажами, что заставляет по-новому взглянуть на привычные вещи. Ты начинаешь замечать закономерности там, где раньше видел лишь хаос. Постепенно пазл складывается, и каждый новый найденный элемент дарит чувство удовлетворения. Игра не давит, а скорее приглашает к неспешному размышлению о природе случая, судьбы и о том, как незначительные, на первый взгляд, моменты могут кардинально изменить ход вещей. Это тот редкий случай, когда после прохождения остается не пустота, а приятное послевкусие и желание поделиться своими находками.
Have nothing to do with something
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
好抽象的剧情
感觉还可以吧。就是一个小时里我没有太看懂。不过还是给作者一点支持吧
The concept of "Coincidence" can lead to a disconnect between players' interpretations and the author's intentions, making it challenging to categorize the style and distinctiveness of "Coincidence" as simply "good." In offering a general recommendation, it's important to recognize that Liu Qiao cannot influence every individual, nor can the author dictate the experiences of all players. At times, it may be more beneficial to set aside the design goal of eliciting specific thoughts or feelings from players and instead concentrate on conveying one's own emotions. Ultimately, I genuinely hope that our creative landscape can accommodate more works that showcase unique styles and personalities, similar to "Coincidence." I also wish the author a fulfilling and joyful creative journey ahead.
《巧合》是承接《揭谛》与《临》的篇章,游玩后很开心看到喜欢的角色可以收获善果,也感慨智人与兽人为了避免毁灭结局做出来长远的布局,回到本作:故事里人与人之间的相处方式,密密麻麻的人际关系环环相扣;每个人物对剧情都有独一无二的推动作用。他们相互关心,试探;有喜有怒,有阴谋也有合作,作者对角色情绪的把控恰到好处,写出了孩童的年轻气盛,也写出了人与人之间的各种阶段之间的细微变化。无巧不成书,也许看完后想恶补《红楼梦》也在作者设下的巧合之中嗷(笑)
各方面都还不错,看得出在剧情美术音乐都进行了设计,与游戏的内在都有关联。细节上人工雕琢痕迹略重,没有达到各方面浑然天成的境界,而且内容压得太狠导致剧情发展急、流程短,一些地方更存在描写晦涩、语言拗口的问题。整体上值得一玩,至少证明国产兽游的剧情还在尝试创新和突破。
被@出来刷好评 红色的喜庆 点点
嘿呀,我终于开始写《巧合》的测评了,说是测评,不过我只能谈谈个人主观感受,行文也很随意。 首先我后悔没有早点试玩,这样还能跟上作者在群里发的各种资料和交流,现在想想那时候天天在群里潜水看开发进度真是愉快的时光,可惜那时没玩很多也看不懂。那么现在玩完了之后就会有一种“模糊地记着老师上课讲了,但清晰地记着自己没听”之感。 那么我那时候为什么没试玩呢,啊——这个先从《临》开始说起,或者从更久远的《揭谛》讲起。 《揭谛》最吸引我的其实是古风朋克的背景,而之后的《临》更是在作者描述的开发进度和理念中一次次感到惊艳。但是《临》的试玩版让我感觉不太好上手就弃了,本来我的文化程度就很有限,玩的游戏也少,《临》这种有点云里雾里的开场用在视觉小说里还好,用在rpg有点让我不知道下一步该做什么,虽然一大原因也是我快餐吃多了。虽然一开始作者带点自嘲性质地评价《巧合》是“酸臭的恋爱”那种(具体形容我忘记了但大体绝对是这个意思),但我拿尾巴尖上的毛也想得清玩家在《巧合》中不可能谈一场轻松的恋爱。一想到每段文本都可能另有深意需要解读,更加之它不是《揭谛》那样的古风朋克背景,我的兴趣自然就减小很多。 不过玩完之后确实很舒服,而且相比前作更适合大众食用了一点。但是能让我舒爽到弟弟当场痛哭流涕的团语呢!这次含量极低,差点让我没出来。 内容方面相信大家都剖析的差不多了,我之前没跟上课,也讲不出什么深意来。音乐好听CG好看,就这样,看得出这次立绘的风格确实比较“主流”一点点了,但也有浓浓的团味,不过画得没《临》那么自虐式了,这点很好。 另外感觉这次做的很急,不是说赶工那种急,就是作者心境态度什么的,比起前作给我一种很急迫的感觉。我毫无根据地乱想一下甚至可以脑补出在《临》做到一半时作者决定做《巧合》的心态。 以上,差不多是这样,或者等我二编吧。 (本来以为早就入库正式版了,结果写测评才发现并没有……)
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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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