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----------------------快跑!!!
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------------------【作者已经跑路】
【只有20分钟的短流程剧情小说,这是我第一次尝试做游戏,当时胆子挺大的,直接找到曾经高中时看的一个烧脑里面的一个短篇小说的一个我喜欢的作者,直接表明说想把他的小说做成视觉小说,问了两次人家答应了就直接做了,人生中第一次尝试,当时也不会编程,因为专业是护理,也不会画画,音效也很潦草哈】
【那个时候因为帖子小火了一把,帮我获得了一些流量和鼓励,就开始尝试学习编程和美术,开始了做游戏之路】
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
白嫖失败key入体验一下。剧本没有想象中的惊艳,不过也算简短且完整地讲了一个渣男和恋爱脑的故事。最后两个结局,其中一个放过彼此的结局还好点。
流程非常的短,看了一个小故事,忍住了退款的冲动。 不过游戏送的头像意外得不错。
很短,但不退了,支持一下作者,期待下一个作品
Related
Related
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
故事挺好,就是没看太明白(
[h1]有一种爱情,叫错过[/h1] 《谁偷了我的女朋友》这款游戏从商店介绍到进入游戏,浑身上下都散发着制作组整蛊搞怪的想法。这是由小说改编而成的游戏,玩法上属于剧情悬疑类的文字冒险类的视觉小说,其整体风格简单而可爱,画面呈现出别具一格的简笔画风格,是能让人感到放松的感觉。尽管游戏的剧情和游戏时长较短,但它通过巧妙的叙述与剧情设计很好的讲完了这个故事。 [h1]如果有如果,我们能从新来过吗[/h1] 游戏的主要情节围绕着男主角的女朋友突然失踪展开:在一个平常的早晨,男主角醒来,却发现自己心爱的女友不翼而飞,他非常确定那是他真正的女朋友,而绝对不是脑海中幻想出来的。为了找到女友,男主角依靠所谓的“凶手”和一些线索,从而回忆起和女主角之间的点点滴滴,试图从任何细节上找回爱人的各种痕迹。 [h1]往事不可追,往事不可忆[/h1] 在游玩过程中,玩家要通过各种提示和注释进行选择,尽管选择的数量不多,但只有一种正确的选项。如果玩家选择错误,游戏将会以幽默的方式引发制作组的吐槽,有点打破次元壁的感觉。随着剧情的深入,玩家将会随着主角的视角逐步回忆起与女主的相遇、相识、相知、相爱的点点滴滴。两人因爱走到一起,共同度过很多美好的时光,但随着时光 的流逝,矛盾与争执也是不可避免的。所以,在决定分手之前,他们一起吃了最后的晚餐,正是这顿饭之后,女友便消失不见。 最终,玩家还是根据收集到的纸条和线索,按照事件和记忆排列组合,从而明白了隐藏的真相,以及对于两人关系的反思。 游戏的整体流程正如制作组在介绍中所提到的,确实是比较简短,通常只需一根烟的功夫就能玩完,伴随着香烟的燃烧,往事都如烟般消散了。 [h1]愿天下再无痴男怨女[/h1] 游戏的定价不高,尽管游戏的流程不长,但剧情配合游戏中各种设计音乐,都为游戏增色不少,值得细细品味。通过这种独有简洁的方式,讲述了一段情感旅程。如果对爱情感觉到迷茫,不妨试试这款游戏,或许,能从中学到些什么可以用于挽救感觉。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
两个结局
谁偷了我的女朋友 is a brief but conceptually ambitious visual novel that leans on fragmented storytelling and emotional ambiguity to create a small, self-contained mystery. Developed and published by 86岁按时吃饭, it presents itself as a minimalist narrative experience rather than a mechanically driven game, focusing almost entirely on how a story is told rather than how it is played. The result is something that feels closer to an interactive short story—compact, experimental, and shaped more by structure than by scale. The premise is simple on the surface: the protagonist wakes to find that his girlfriend has disappeared, leaving behind only scattered memories and vague clues. What follows is not a straightforward investigation, but a gradual reconstruction of events told through a deliberately disjointed narrative. The story moves between timelines, juxtaposing seemingly ordinary moments of a relationship with darker, more unsettling fragments that hint at something deeper beneath the surface. This duality becomes the driving force of the experience, encouraging players to question what is real, what is remembered, and what may be misinterpreted. Gameplay is minimal, adhering closely to traditional visual novel conventions. Interaction is limited to advancing dialogue and making occasional choices that influence how the story unfolds. There are no complex systems or mechanics to learn, which makes the experience accessible but also places the full weight of engagement on the narrative itself. Whether the game resonates largely depends on how willing the player is to engage with its fragmented structure and piece together its meaning. It doesn’t guide interpretation—it leaves space for the player to draw their own conclusions. Where the game distinguishes itself is in how it constructs its narrative. Rather than presenting events in a clear, chronological order, it deliberately disrupts the timeline, forcing players to connect pieces that don’t initially seem to align. Scenes that appear mundane at first can take on new significance once additional context is revealed, and the contrast between different versions of events creates a sense of tension that carries through to the ending. This approach gives the story a puzzle-like quality, where understanding is built gradually rather than delivered outright. Visually, the game adopts a very simple, hand-drawn style that reflects its indie origins. The artwork lacks polish but carries a certain rawness that fits the tone of the story. Character expressions and key scenes are conveyed with minimal detail, relying more on suggestion than precision. The presentation is modest, but it serves its purpose, keeping the focus on the narrative rather than visual spectacle. The sound design is similarly restrained, using subtle cues to reinforce mood without drawing attention away from the text. The most notable limitation is the game’s length. It is extremely short, often completed in under half an hour, and while there are multiple endings, the overall amount of content remains limited. This brevity helps maintain focus, ensuring that the story does not overextend itself, but it also restricts how deeply its themes and characters can be explored. The emotional impact is present, but it feels compressed, as if the ideas introduced could have benefited from more time to develop. Even so, the game manages to leave an impression through its structure and tone. It doesn’t rely on complexity or scale to engage the player, instead offering a concise experience that invites reflection. The fragmented narrative and shifting perspectives give it a sense of depth that exceeds its runtime, even if not all of its ideas are fully realized. It feels like a creative experiment—one that prioritizes concept over refinement, but still succeeds in delivering something distinct. In the end, 谁偷了我的女朋友 is a small but thoughtful visual novel that stands out through its narrative approach rather than its mechanics. It may not offer extensive content or deep interaction, but it provides a focused and intriguing story that rewards attention and interpretation. For players interested in experimental storytelling and are open to a brief, introspective experience, it offers a unique, if limited, journey. Rating: 7/10
两个结局没一个好的你想咋滴。。。。
游戏玩完会让人小有震撼。
嗯,怎么说呢,没有惊艳到我,不过有那么一丝意思,就是过于短小,给我留了退款的机会,不过看了看价格,又想了想,还是算了,不白嫖了。
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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