
This is just the story of a young and naive indie dev.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I mean It's f**king great. I did not expect it to be this fun :)) Thanks for making this, you made my day* but it's over-decorated in terms of visuals and sound designs at times, due to the dev's bias maybe, and I fully understand that It's hard to make something feels simple yet complex at the same time. There's a problem with consistency, The game needs to look, sound, feel as a whole, It needs to feel like the same game, all the way throughout the game, from start to finish. The information needs to be consistent as well, you can't introduce too much new information, because then the game would deviate from the rest of the games that are out there. And that's not necessarily a good thing. Or if you introduce too much or too little information at different points of the game then that will be inconsistent. Unless, It really works of course. I get it that the building/ environment designs are cool and all, but that's just way too different trough out the game. Or at least, It's hard to make it work, It's hard to make it feels natural. The game needs to be different, yes, but the game needs to reach the consumer's expectation first. You have to make the game that already exists in people's head. For example, the Ios 7 for iPhones is designed to feel instantly familiar to the users that have never used the system before. And that seems to be working. What makes Undertale worked so well is because it's really clean, by that I mean, when you're playing it your eyes don't have to try too hard to find where the dev wants you to focus on. The object he wants you to look at / focus on is presented in a way that you can process instantly. He made things easier to focus on. So that It's easier on the eyes. Meaning more space for other information Also, the camera should not be shaking like that, It needs to be consistent throughout the game. If you do it right, you can tell the most boring story, in the most interesting ways, and that's f**king nice. I feel like all this stuff can be used in many ways. they're not fixed in any shape or form. At the end of the day...It's not like I know anything about making games, this is not me giving you advice. I just thought It would be cool to share my thoughts on Indie Dreams. plus you know what they say: the first draft is for the trash so it's ok♡hehe looking forward to your next game. cheers! p.s. Im thinking in a hardcore audio engineer's ways of thinking. It might not be helpful at all, Im aware of that.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
烦人的游戏就是我差评的原因,我本来是对你的故事很有兴趣,但是又烦又不人性的游戏劝退我,我可能不打算把游戏玩通关了,因为我实在是不想玩那个无聊又长的射击游戏。 最烦的游戏就是飞行器射击游戏,明明设计了自动武器,飞行器却没有,明明可以直接瞄准小怪物,却设计了准心有瞄准范围导致我经常空枪,三个因素加起来:多又小的怪物 + 把鼠标按爆才射那么慢的飞行器 + 烦人的准心 = 差评。每次飞行器射击我就想退游戏,因为每次差不多要玩(也不知道到底多久,反正对我来说每次就像半个小时)的那个飞行器。我本来很有兴趣玩完的,但是每次退游就是因为这种烦人且长的小游戏(特别是飞行器)。 你作为一个开发者,这种问题就不应该会存在在游戏里,你只要把这些个流程打上个几遍就知道这到底有多影响个人心情和游戏节奏。但是你还是这么做了,只有几种可能, 第一,你想拖时间,第二,你没有玩过自己设计的流程两次以上,第三,你想通过这种方式模拟做游戏的枯燥。无论哪种都可以给你差评(除了第三种是设计失败,你不应该让玩家来体验这种枯燥的体验,因为我们不是开发者,是玩家)。
QQQQQQQQQQQQQQQQQQQQQQQQQ 我在工作 PS 小遊戲有點太長ㄌ 感覺沒必要
相比卖钱的商品,更像是给朋友们看的自己个人心路日记。
el juego es bastante simple tu solamente lo expectas y lo disfrutas
在B站看到的就买了。玩起来很休闲,独立游戏大概就是这么个感觉吧.玩法很新颖很有创意,就像一部电影
这个游戏成功的让我明白了什么是lreenlight(笑 好了好了,进入正题 这个游戏真的很有现实感,非常真实的语言对话增进了游戏的幽默感 而游戏所表达的含义又使这个游戏更加生动,让玩家体会到一种不一样的感觉。 这是一个十分有意义的游戏,希望作者大大可以继续努力,做出更多更好的游戏!
当初在看到宣传片时本来还担心内容会不会太过单调,毕竟看到BUG这词就让人头大hhh 结果意外地有很多有趣的小游戏!!其他游戏的梗也让人眼前一亮,对于过去自己的叙述方式等等...可以说是在每次让人有一点乏味的感觉时就会有新东西出现,整体节奏把握地非常不错ww 而且游戏的音效和音乐也是非常棒!像素图的画面虽简却无比生动。一些对话太过真实让人笑出声哈哈哈 这部游戏的剧情可以说是非常独特的了。作者采用的切入点就很有新意,让很多曾、或仍抱有游戏梦的人一个激灵想起被自己放在深处的某股热情,并跟随主角去体验自己或经历过、或还没经历的那些心路历程。真实,是这个游戏最大的特点。初期看不到希望日复一日的枯燥生活,再到后面小有成就意外结实同伴获得各路资源... 正因为有前期有些压抑的铺垫,后面主角的努力开花时玩家才更能切身地体会到那种艰辛和喜悦吧。我身边的朋友,以及我自己都有游戏梦。曾经有花3天搞出一个水到不行的某作品同人游戏,但那之后也就搁置了... 通过这个游戏了解到很多自己之前没机会了解的事物,并重新审视心中的那股所谓“热情”——游戏中用水来表现的方式真的是特别棒。比起某时某刻一股脑浇满水槽,只有连绵不断的小雨才能持之以恒。游戏中还有很多其他意象也都精准巧妙地对这些东西进行了探讨。我相信在玩了作者的游戏后,会有更多人去实行并继续浇灌他们深藏在内心深处的“独立梦”吧。独行的路虽漫长且枯燥,但当知道不知自己一人在努力、且有的人已经成功后相信他们会更有动力去坚持自己一直以来不愿放下的东西。这部作品在这方面是非常激励人心的。 从未有这样一部游戏让我觉得如此亲切且感动人心的。它不只是一部用来游玩的“游戏”本身,同时还是一个讲述了包含从它诞生至今、及其他许许多多事物的艺术品。能这样透明地去感受、观察一部游戏背后的故事是非常难得的一件事,我也很荣幸能有机会去接触并游玩它。不知作者之后还有什么打算,如果还有想做游戏的想法、想讲的故事的话那还请加油!我和其他在不同道路上独行的人,也会一直走下去的。
好
太棒了!作为一名游戏开发者真的有很多共鸣,结局的方式也很有创意,大佬加油,国产独立游戏加油
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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