
In order to participate in the game competition, let's make a game with the theme of Game Theory. Originally thought so, but due to various complicated reasons. In the end it became a spoof game.
Modeled estimate, not a reported figure. How we estimate →
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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, Traditional Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
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
I don't get this game, but cute anime girls.
千万别入!!!千万别!!!!!根本进不去qwq 故事模式一直在loading 进入小屋三个选项都是没有连线 之前是喜欢画风才入的,哪知道没法玩…… 白瞎了这画风了……
This game is buggy as hell! Well, the art style is cute and all, but the game keeps crashing and quitting on its own! + it is impossible to win against CPU at all!
No Matt Pat
[spoiler] [b] HI [/b] [/spoiler]
腦洞大開的神遊 未來還會繼續關注續作的!!
йобана ♥♥♥♥♥
我沒有腦子我沒有腦子(你
打开进去故事模式一直加载打不开,并且其余模式点开显示未连接网络,请问有解决办法吗
畫風很不錯,劇情也很無俚頭。能以賽局作為主題也是很罕見。 奈何無法推薦的原因也是因為沒有抓到賽局理論的精神所在。 大多的設計都推給所謂的"不理性",但更應該要凸顯的必須是決策分析、布局等行為。 這邊舉一個比較簡單的說法: 在一個只有合作能過關的賽局下,只有選擇合作才有好處,選擇背叛對大家/任一人都沒有幫助的前提下。仍然會有人選擇背叛,這就已經不是所謂的不理性,而是純粹的鬧事仔。就連小屁孩也知道要選糖吃。 也許會說這個鬧事仔場外也有另一盤賭局,那抱歉! 賽局是不討論場外的條件,要嘛拉近場內、要嘛就沒有。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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