
The game simulates the traditional Kongming lock game, which cleverly meshes the concave and convex parts inside the three-dimensional splicing tool.
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.
Stats
Languages: Simplified Chinese
Reviews
挺容易
"孔明锁" ("Kongming Lock") is barely a game, it's a representation of wooden block puzzles that have interconnected pieces that you "unlock" to separate the wooden pieces. And then re-assemble. And then unassemble again. Literally minutes of fun. These puzzles were popular in the late 1970's before electronic entertainment changed the world. Now... not quite as popular. What do you do in the game? You pick from around a dozen locking puzzles then muck around with them in 3D. No real purpose or rewards or anything, it's at best a mediocre representation of some childrens toys. If the developer had made a 3D representation of an Etch-A-Sketch I wouldn't call that a game either. There's no English translation for the game, but that's okay. The language of bad games is universal. This feels more like a tech demo or a project smacked together hurriedly to try make a kind of minimum viable product just good enough to pass the developers unambitious idea and shove it into Steam Direct to see if you can actually pay $100 and publish junk through Steam Direct. Yeah, you can. Is this good for gamers? Nope. The graphics aren't great, rather low quality 3D renditions of old wooden puzzles. That's understandably a turn off for a lot of gamers, and it's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. You deserve better than compromises. Now on to pricing and value for gamers. There's no initial download price, but the developer was charging $1 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. A peak of [b]2 concurrent players[/b] (according to SteamDB) for a "free" game is a disastrous public reception. Out of 130 million potential players here on Steam, almost nobody was interested. Even though this is "free". That level of rejection speaks a lot for the quality of the game. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? What's the verdict? Pass on this one. There's no immediate financial commitment, but there are thousands of more compelling games on the platform that will give you a lot more enjoyment for your time.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
1.感觉游戏背景是纯白色的会好一些 2.手残党也能玩,鼠标在不同木条上不断左右或上下晃动,就有可能有木条跑出来了,剩下的就简单了 3.对于想尝试孔明锁的可以试试
有个bug。只要左键随便按住一个方块,随便甩甩就能解开,导致九个难度的锁头随便开,只要大力出奇迹........几块钱就不退了,感觉挺好玩,希望九个锁头能像现实一样,不能变形,慢慢解开才有成就感,因为随便晃动会变形。导致甩甩就能解开。
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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