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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Fortune-499: 打工人最终还是打工人 [/h1] [b]+Gameplay +Story +Music #OST需要去itch上买,我传了网易电台,有缘者自得# +/-Art 10/10 [/b] 10分当然不是完美的意思,Fortune-499(以下简称499)还是有自己的缺点和处理的仓促的地方,但是和他的奇妙构思以及出色的文本比起来简直不值一提。 能力不足,让我不剧透地介绍这样一款迷人的游戏实在困难,索性带着剧透来夸一夸。 [h1]机制:一看就会,却又如此有趣[/h1] [quote=Cassie] In something like rock paper scissors, having even a slight advantage over your opponent means you'll win in the long run. Also, do not introduce uncertainty to a previously solid prediction.[/quote] 499的战斗围绕“石头剪刀布”和卡牌展开,身为神谕的Cassie将战斗抽象成“石头剪刀布”的属性克制,并通过“抽卡”来预测对手的行为方式,从而让自己获得胜利。 哪怕你完全没有卡牌游戏的经验,你也可以在进入游戏后的5分钟内快速领悟战斗的核心:不断通过预测来削弱对方,巩固并扩大自己的优势。 由于Cassie本身就是一位优秀的神谕,她可以在一回合里抽取4张牌进行预测。但由于卡牌大多是预测三种属性的出现概率,因此4张牌所带来的通常不是“更精准的预测”,反而是“稀释/熵增现有的预测结果”,让对方的行为更加难以捉摸。 [quote=Kiki&Cassie] Kiki: If you need this card to save for a critical moment, just hide it up your sleeve. Cassie: But it feels like cheating! Kiki: Fortune telling is already cheating, don't be a baby.[/quote] 如果只是“石头剪刀布”,恐怕499的战斗并不会如此有趣迷人。每一天的游戏中,游戏都会不断拿出新的东西让人眼前一亮,这些机制往往和接下来的战斗/场景紧密相关,同时又易于理解。 第一天的工作结束后,Kiki会在与Cassie喝酒时传授玩家近乎作弊一般的战斗方法:通过把mana卡牌藏在衣袖里,反复取出并继续藏起来同一张卡牌来快速获得更多mana。 在感叹Hide的机制强大的同时,玩家会立刻意识到可以用这个方法来强化“石头剪刀布”的预测上来:而这正是第二天的战斗中所必不可少的战斗机巧。 随着剧情的推进,499还会不断引入各种新的卡牌效果,又或者是新的战斗规则。你的对手或力敌千钧,或刀枪不入,也可能是不死之身。但这些规则会和当时的战斗环境以及你临场习得的新技能/卡牌产生联动。而这些联动又全部和“石头剪刀布式卡牌战斗”紧密相连。 你会逐渐发现,与其是在用卡牌进行战斗,不如说是在各式各样的环境下,利用现有机制不断进行战斗上的解谜:在游戏的后期,“石头剪刀布”的随机性几乎被完全抹去,完全转向了场景和战斗上的解谜。 当然,解谜的难度并不高,所有机制或多或少都在生活/经典的游戏中能看到影子,学习成本趋于零,不会卡关太久。因此每一天上班时,我都在期待这一天的冒险又会有怎样的惊喜:不断变化,却又让人乐在其中。 [h1]故事:魔法和企业文化的融合幻想 [/h1] [quote=Derek] There's just no future in the future, you know? Just show up, don't screw up, keep the shareholders happy, and eventually retire.[/quote] 我喜欢499的世界。他描绘了一个现代生活与魔法结合的未来,不论是巫师还是女巫都有了正经的工作,他们需要在公司上班,每天查看邮件,完成本职工作,下班后喝酒抱怨公司,也和我们一样当面临部门结构调整时会感到紧张与不安。 在游戏里可以随处见到对企业文化的吐槽,Cassie会抱怨会计部门的人对“balance”变态般的追求;吐槽法务部门对保护知识产权的狂热;包括当进入法务部时管理者还来不及说完协议条款时就大声喊出了"I agree!",更不用说游戏里无处不在的程序员笑话... 499往往只需几句话就能让屏幕前的你有一番感慨:哪怕你还在上学,在信息溢出的现在你也大抵了解如今的公司和高层们是如何对待打工人的。 [quote=monster] Tell me... are you not doing the same thing...?[/quote] 那些一直和Cassie对战的monster们,也和只是一群勤勤勉勉的打工人罢了。 当Grinner在电梯里遇到Cassie,正当他提出自己坐下一趟电梯避免被暴揍时,Cassie安抚他,说自己已经下班了。 Monster们也只是完成上级交代的占领任务,看到Cassie状态不好时甚至还会劝说她回去先休息"It's just a job after all"。 我喜欢这种氛围:打工人何苦为难打工人呢? [quote=???] Did she stop to consider other options than brute force? That there might be a goo deal available to the company: use critical thinking she listed on her resume?[/quote] 看到高管们这样评价Cassie的时候,血压想要维持平稳还是很困难的。 Cassie一路走来,用尽了方法,和monster们打的你死我活,甚至用光了自己的魔力和卡牌,但是得到的确是高管们的指责,认为她没有产生效益,同时还差点让公司损失了重要的合作伙伴。 显然这些被淤泥笼罩的高管们才是真正的monster:对于他们来说眼前的Cassie即使为了公司奔波得疲态尽显,也不过是公司合并,扩大利益路上的绊脚石。 所有自己辩护的言论都会无效,Cassie自嘲道。但或许还有另外一种解释...不是吗。 [quote=Derek] Oh yes, IP! Shareholders! Well while you were doing that, Cassie has been protecting everything else! She is a go**amn rockstar! If a promotion for her isn't in order, then at least an apology is![/quote] Derek可能是一个懦夫,毕竟中层管理总是这样要看大领导的颜色,当他支支吾吾和Cassie就裁员一事兜圈子的时候我很讨厌他。 但是我还是很高兴最后,当Cassie打算放弃时,他站出来保护了自己的下属,并且给所有沾染腐臭烂到骨子里的高层们用口遁清洗了一番。 游戏的最后,看似是Happy End,但是打工人还是打工人,老板还是老板,一切没有改变。 可能Cassie还是会一个月不换洗室内的衣物,每天上班下班兢兢业业帮助Derek和公司规避新的风险,发现新的机遇,然后去酒吧和新老朋友们抱怨一番……看看商店页面的那句"There is no future in future"和Michelle的那句"You will not hide from your fate so easily",真是有点讽刺啊。 但若能花上4-6个小时在499里喝一碗鸡汤,何尝不是一种安慰呢?
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hidden Gem. 因为太 Hidden (截至目前只有不到50有效评测),也太 Gem (十分有趣且独特),于心不忍,强行水篇评尬吹一下。 从商店页的简介,和前半程的游戏体验,Fortune-499 看似是一款打牌肉鸽游戏。游戏系统是对猜拳 (rps) 的扩展,有一些新意,但相对简单,也难以深挖并平衡。每天看一看邮件,购买永久升级,然后去打固定的关卡,过程中与怪物和同事有一些小对话,打完后夜间会有额外的演出。像是很常见,又有些套路化的小品独立游戏。 但实际上,尽管商店没有相关 tag,499 更像视觉小说。随着游戏的进行,打牌的浓度越来越低,不再拘于上段所述的形式,文本量越来越大,各种隐喻也更加直白。作为视觉小说,499 的文本内容很棒,有明确想要表达的主题,很接地气,并非 privileged 无病呻吟。文字有不少双关,和在游戏主题下,基于比喻的小段子,极具幽默感。 499 最精彩的地方,是讲故事与打牌的有机结合。打牌的游戏系统是为故事服务的,但不像 acg 常见的打牌输赢决定一切的世界观,也不像一些所谓的 meta 游戏,用简陋到缺乏游戏性的子系统,诱使玩家做某些 “选择”,再进行看似酷炫的演出。499 的这种结合要巧妙得多,与局部游玩体验和整体主题都是。我无法在不剧透的情况下讲清楚,推荐感兴趣的玩家自行体验。 [spoiler] 这 b 班不上也罢 ( [/spoiler]
[h1] Simple RPG with turn based battles. Use rock-paper-scissors to deal damage. Can draw fortune cards which tell more info about current enemy, like showing some stats or probability of the next move. Attack pattern for specific enemies is different, some use mostly same move. Draw mana cards to use special abilities like additional damage. Simple visuals and mediocre soundtrack. Story is about some corporate journey and is probably the strongest point here. [/h1]
It's a hidden gem in the post-Undertale world. Good gameplay, good protagonist.
Cassie is a cursed witch who can predict the future using cards, and works in a company's magic department. The company is being overrun by monsters, who are terrible at teamwork, and she must beat them in rock-paper-scissors battles using her cards to predict their choices. This is a very fun game, extremely creative, nice puzzles, with an incredibly original premise, and amazing graphics. What's so amazing about the graphics? They are so simple that they allow the game to be made by basically two people, have an affordable price and run on any computer. Isn't that amazing? I think so. One of the best games I've ever played, I highly recommend it.
很浅的机制,但用得很花,独立游戏就该这么做
This game gives me Undertale vibes in the best way possible. A cosy little gem with a unique concept where the battle system involves the deck-building of rock, paper, scissor and tarot cards! It isn't very long but the brainteasers, humour and artwork are thoroughly enjoyable from start to finish.
Nice little game! Actually worth it's price.
Rock-Paper-Scissors but quirky and fun. Full support.
Fortune-499 is an odd game to try and describe. On first blush, it's a short, simple experience about a cursed fortune-teller in a world where magic is corporatized. She's about to be laid off ("there's no future in the future") in a way all too familiar to the IT professionals of the world. That is, until a horde of demons invades the company for a hostile merger. Turns out, fortune telling is really good at fighting monsters not magically, but physically. It's like rock-paper-scissors. Literally. That's a pretty good description of the game's plot, but it might mislead you into thinking it's something it's not. The game's mechanics are fairly simple. You are playing rock-paper-scissors (which I am going to refer to as RPS to save me some headache) except each round is a turn of combat. Whoever wins the game of RPS lands a blow on the other. Tie, and you both just hit each other instead. Where the fortune telling comes in is your deck of cards. Drawing a card will increase the odds that the enemy will pick a specific option, allowing you to (semi) reliably predict what option to take. There's also the option to cast non-turn ending spells for minor effects, requiring you to draw MP from your deck to do so. Gameplay takes the form of climbing different floors of the company, trying to clear them of monsters while engaging in these battles. With that said, you would be forgiven for thinking this game is one of those deckbuilding roguelikes that's so... [i] en vogue [/i] these days. It feels like it should be, but it isn't. It's actually more a puzzle game. The floors are set, and most of them are less about the combat and more about solving some sort of larger mechanical headache. Combat will be required to do that, but half of the time you aren't really supposed to actually do a head-on fight. There's ways to modify your deck, and the ways in which you can do so are again 100% set in stone. There are intended solutions to each of the challenges presented to you, and most of the combat comes down to figuring out the specific sequence of events which accomplishes this. I think the thing that really drives this home is the filing cabinets; accessing them allows you to move one card of your choice to the front of your deck, while ALSO showing you the order of your deck. You can use these things multiple times, so the vast majority of boss fights often come down to sequencing out your deck to win in a turn or two with the first 6 to 8 draws being known to you. Which is fine, honestly. It's a fun puzzle! Once you start thinking of the game as that, it's quite fun. But it definetly feels like the mechanics were drafted for a different game. In particular, the fact that predictions aren't actually 100% liable does add some slight RNG into the mixture which... doesn't really add anything at all. You just sometimes fail a reasonable solution because your odds weren't 100%. And most of the time, the game gives you methods of 100% odds in the major boss fights. Sure, you get a pittance of additional money for losing a prediction that was weighted in your favor, but it barely matters when you often die and don't get to actually keep it. It is a sort of scoring system, but outside of that you can just spend it on basic upgrades that don't really change the game that much unless you *really* lean into a specific attack to break the HP scaling. With all that said, I do like this game a lot. Where it shines is less in the gameplay but rather the characters and worldbuilding. It's a simple story told well, with each character getting a little bit of a moment to shine. I find them very well written; they're not the most complex, but there is a surprising amount of death for how simple the story is. There's plenty of well thought out humor that makes going through the slightly clunky gameplay worth it, and once you recalibrate your brain to meet the game on it's level, then it's absolutely worth a play. For the price, it's about the length you'd expect (only a few hours, I've beaten it twice now), and it's a fairly compelling few hours. It's the type of game that gets me thinking, because it's mechanics are just begging for expansion in a fully fleshed out game. The fact that to my knowledge, no one has ripped this off to flesh out what's there despite it being almost 8 years old is honestly shocking.
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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