
A popularity voting bet based on your dignity! Win or leave the Street Market!The second major game in the cuisine personification simulation series. A popularity war that we fight without holding anything back!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
食用系少女的續作~這代的成就就比較少了,也會看到之前的角色,真香~一款國產遊戲的作品,一定要支持啦~
龍兒、果果、小紅結局都還不錯,但小清路線寫的像走小紅線結果BAD NED的感覺
小紅我婆
The second series! Pros: - I can hear Coco's voice and read her story - more characters Cons: - more characters but missing her voices. So sad. Only bubble that still have voice. She is author's beloved character - why Sakura still don't have own game?!
Eating cute anime girls part 2
good
There are a lot of really interesting characters in this sequel. While there are a few minor translation issues, they don't get in the way of enjoying the game at all. The storyline has much more emotional depth compared to the first game, and the new chapter system makes it incredibly easy to coordinate your routes and reread your favorite scenes. Even though the game "only" lasts 60 days compared to the 84 days in the first game (with just two evaluations), the criteria are much more interesting. On top of that, characters now have stamina, which adds a nice layer of strategy to the gameplay. There are also way more voice lines—some characters are voiced for almost every single sentence. With deeper lore to uncover and choices that carry much more weight than before, I absolutely love this sequel! <3
Excellent story, music and art as with the first game, would've been perfect if the minor text bugs such as coco/long'er's names being swapped post-training and some in-game text not updating in the noodle twins storyline was fixed Also, Food Girls 3 when
台灣自製遊戲,必買! 精美的CG圖,必買! 一堆香香萌妹子立繪,必買! 優質的日配語音,必買!(不過既然是台灣自製遊戲,希望可以新增台配) 好聽的背景音樂,必買! 優質的劇情,必買! 我實在找不到有其他理由不買這遊戲。
不至於到不推薦,但我認為整體而言其實比起前代有所退步 先說結論:舊系統沒有加深甚至是被取消,而新系統稍嫌粗淺 以下評論涉及系統設計及少部分劇情請注意 _________________________________________________________________________ 首先要說成長曲線,前代會根據角色的特性去設計前後期的成長速度變化,而這代的曲線則是完完全全平板的一條斜線 沒有玩過太多經營養成所以不清楚這會不會是基本要素,但以前代的基礎來說,取消了這個設計很可惜 前作的三家店會有一些影響經營的不良氣質,需要靠好感劇情解除,而在某些狀況下反而會導致加劇。這樣的設計很有趣,也很值得加深設計,但這代好感劇情幾乎完全不影響日常經營,也是頗可惜 另外前作好感劇情給數值取消了,取而代之的是選到正確選項時龍果會加好感,但牛肉麵沒有...為啥? 氣候等特殊事件反映了台灣的在地特色,是很棒的構想。但是對策方式與收尾太過單純,導致這些事件沒留下多少印象就過去了,變相是普通的花錢買數值提升的一般事件 如果事先對策的獎勵改完持續一段時間的buff可以加深這些事件的存在感;又或者新增不購入任何對策道具的相關成就則可以多一種玩法讓玩家鑽研 每日隨機事件減少很多,其實也讓遊戲性下降不少,也同時讓風評這件事可有可無 尤其新事件幾乎都是靠賽,雖然不清楚風評會不會影響機率高低,但我大不了就是存檔SL靠賽刷到好結果 有一次初期低風評時麵店被潑漆,但SL調整風評後觸發的事件只是撿到10塊。 如果高風評只是避免不良事件發生,而不像前作可以看的出來是需要檢定風評高低的事件,就無法讓玩家知道提高風評有什麼好處,反而是低風評的優勢很明顯,那何必費心力維持風評? 每周目標是個很有趣的嘗試,專注於數值提升時,再結合某些會耗半天的特殊事件,可以造就不同的培養策略 (雖然在實際遊玩時多半是彌補小紅過低的數值成長幅度) 副業系統也是一個很可惜的新增要素,會影響結局的設計很好,但這個新系統被放在每周目標,導致副業的發展性被侷限 前作的情報路線結束了,其實可以就讓副業系統補上這個位置 一天一點讓顧問經營副業的部分,建立了某項新副業以後,每周目標就多了相應的選項,等等 另外在劇情的部分,在部分角色劇情中加入了一些靈異的要素,但後續並沒有任何的伏筆回收,導致一種有東西在那邊撓又完全搔不到癢處的感覺(除非是續作或者新角色企劃的伏筆啦) 還有這代牛肉麵線劇情有講得很清楚的戀愛要素,個人認為想加入這類要素沒問題,但放在新IP開始嘗試可能更好 畢竟前代的這部份比較隱晦,而我的本命角是小圓,糖卻只有牛肉麵雙子有,心情上就比較微妙= = 其他一些比較旁枝末節的,如果前作暴發戶的收藏可以在這代作為初始無效果的持有道具,會是個不錯的彩蛋
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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