
A brand new business sim! Build cafés, movie theaters, aquariums, and more!
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Languages: English, Thai, Simplified Chinese, Traditional Chinese, Japanese, Korean
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
最不缺钱的一集 正向反馈最多的一集(多到后期稍微有点无聊的程度 全成就很简单 前期稍微有点规划后期都不会卡(终于不用各种打比赛了... 唯一一点是升级店铺需要一个个点太麻烦了 如果不是为了完成邮件任务根本懒得挨个弄 ps: 通关成就为经营15年 贵宾只有在该地区交通工具满级才会来 阿南那里的建筑可以按"shift"键分类查看购买 如果想抄作业可以看hh社区
开罗?当我首次听到这个公司的名字是,第一反应是就是埃及开罗,恰好他们也的确有这么一款“金字塔”题材的游戏。实际上,Kairosoft的Kairo而非Cairo,这是一个音译汉化导致的问题。开罗社游戏公司位于日本,是以做手机游戏起家的。其作品能够追溯到几个手机世代之前,在那个流行Java语言的年代,就已经有开罗社的游戏了。为了区别,我将称之为“开罗社”,对这个出产地的翻译更贴切。 他们的游戏都是由自家员工脑洞大开,自行创作,再由自家负责发行的。无论是角色扮演、还是模拟经营、又或者城市营造,开罗社游戏自证了一款游戏的好不好玩,不是由引擎、画面决定的,创造力才是基础!它们的游戏统一采用了像素画风、游戏的体积小、体量小,极致的专注于这个题材,开发出极细的游玩性和趣味性。即便到了现在,他们的游戏依旧不忘初心! 开罗社游戏发展至今,大致能分成三种类型,非常佛系的造景类、城市营造经营类和模拟行业经营类。 百货商场物语2 (Mega Mall Story 2)却很特殊,它是在垂直方向上的类城市营造作品!正是它的特别所在,所以才能迎来第二部的推出!上一部作品,我看到的是八九十年代百货大楼的回忆以及发展,如今想看到第一部作品样式的百货大楼或许只能在广州天河或荔湾这些老城市中看到了;而这部作品是2022年才发布的作品,画面更加精细,最初的起步也更加现代了,主要就是发展这个商业综合大楼! 若是将走廊和电梯比作四通八达的道路,每一个店铺都是一个平面上四四方方的建筑,那这部作品就是个在垂直方向上经营起来的大城市!玩家作为商场的管理,同时也是每个店铺的店长,就如同玩家既是城市市长也是每个民居中的居民。不仅要经营店铺赚取资金,扩大楼层,建设电梯扩大客流量,还要区分商铺功能从一个楼层不同区域到不同楼层负责不同功能。能够眼睁睁看着一座商铺大厦拔地而起,繁荣富饶起来,特别有成就感。 最天马行空的是,2代甚至可以接待飞碟的停落,交通真是四通八达,顾客已经不限于地球生物了。 总之,若是玩家想要体验一种“梦核”回忆,可以尝试玩1代,但想要更好更多更完善的游戏体验,必然要选《百货商场物语2》! [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2] 我只要看着小人忙忙碌碌地爬楼买东西就会很幸福 [/h2] 非常爽的一作,量大管饱,升级平滑,全程没有特别折磨人的卡关刷数值环节,钱基本没缺过,随便做点什么都能解锁新东西,正反馈拉满,评价为夯爆了
[h2] 游戏介绍 [/h2] 本作是《百货商场物语》的续作,作为开罗最经典的商店排排坐的游戏,这款百货商店物语总会会让人回想起那种小时候常见的百货商店,一排排紧密相连的各种的店铺,琳琅满目的货架,总有种童年的感觉。 [h2]玩法特点 [/h2] 游戏的画风是很经典的开罗像素风,而游戏的核心玩法其实和之前那个在金字塔里开商店的游戏差不多,但本作的制作引擎进行了更新迭代,因此呈现的游戏效果比之前的作品更形象。 游戏的主要玩法就是通过开设店铺,然后通过做活动来吸引更多的客人光顾,,而且每个店铺都有自己的评分和库存系统,评分越高顾客就会越多,库存越多能贩售的东西也就越多,需要注意的是一旦库存清空,店铺就会关门大吉了。 客人们来商铺的方式也是多种多样,有步行,公交,也有乘坐底下的地铁,甚至还有开直升飞机过来的土豪。而客人都会先去评分较高的店,所以尽量需要把评分高的店放在高楼层,这样客人逛完后就可以慢慢下楼去逛其他的店,这样做可以带动其他店铺的客流。如果直接把高人气的放出口附近,客人就会买好就直接回家了。 当然了店铺本身也会有联动,两个或者三个店铺放在一起(顺序无所谓)就会有额外的效果加成,所以需要经常去探索哪些店铺可以联动,比较鼓励玩家多多尝试。 游戏里的店员也很有意思,每个店员都会针对他所管理的楼层有增幅,当楼层越来越高,也就需要越来越多的店员来管理。 [h2] 总结 [/h2] 作为一个开店题材的游戏,延续了开罗游戏可爱风格的同时,在制作引擎更新的同时,玩法上也在前作基础上进行了升级,对于喜欢开罗游戏的玩家来说本作值得推荐。 [quote]欢迎关注[url=https://store.steampowered.com/curator/45214439/]轻游社[/url],以轻松认真的态度,对待每一款游戏 [/quote]
Mega Mall Story 2 takes Kairosoft’s signature formula of charming pixel-art management sims and expands it into one of the studio’s most systems-heavy and satisfying titles. At its foundation, the game hands you a modest commercial space and asks you to transform it into a thriving, multi-floor shopping paradise. What begins as a humble collection of small shops slowly grows into a labyrinth of boutiques, restaurants, entertainment facilities, specialty vendors, and even unconventional attractions like indoor farms and research labs. The pleasure of watching your mall evolve — floor by floor, shop by shop — is the beating heart of the experience, and Kairosoft once again captures that cozy feeling of progression that makes their games so easy to sink hours into. Much of the game’s appeal comes from the sheer freedom you have in shaping your mall’s layout and personality. Every floor can be a carefully planned ecosystem of shops that feed into one another. The combo system plays a major role: certain businesses thrive when placed near related stores, giving you welcome bonuses to reputation, customer flow, and profits. These combinations encourage thoughtful design rather than random placement. Before long, you find yourself developing themed wings of the mall, stacking floors with compatible shop clusters, and experimenting with quirky combinations to squeeze out more efficiency and style. This spatial strategy elevates the experience beyond simple placement and taps into a deeper, more rewarding layer of planning. Transport and accessibility are equally essential to your success. Mega Mall Story 2 gives you multiple ways to draw crowds: bus stops, subway connections, taxi stands, parking lots, and even fanciful transportation upgrades that border on the whimsical. Each addition brings in new customer demographics and increases foot traffic across the mall. These infrastructural elements transform the game into more than a simple store-builder. You’re not just creating shops—you’re curating a destination, shaping how visitors arrive, navigate, and interact with the environment. VIP customers also appear once your reputation rises, adding an exciting sense of prestige and offering rare perks when they visit. As your mall grows, so does the complexity of managing it. You’ll need to upgrade shops, manage staff, respond to customer requests, and balance the rising cost of expansion. Floors get taller, stores get larger, and the number of systems you juggle increases steadily. Yet, despite the growing scale, the game never loses its inviting rhythm. Even the busiest management tasks maintain a sense of gentle momentum. The pixel-art aesthetic and upbeat soundtrack reinforce this feeling, making long sessions feel relaxing rather than overwhelming. This approachable pacing is where Kairosoft excels: complexity deepens without ever becoming intimidating. However, the game is not without its friction points. Once your mall becomes enormous — a towering structure of interconnected businesses and facilities — navigating through menus can start to feel tedious. Searching for a specific shop among dozens becomes a chore, and the interface sometimes struggles to keep up with the long-term demands of running a mammoth commercial empire. Progression can also slow noticeably during late-game play. Upgrading quality, completing objectives, and unlocking new features often require accumulating large amounts of money or waiting for certain visitors and events. For players who crave constant novelty, this extended grind may diminish the sense of discovery that animates the early and mid-game. Another limitation stems from Kairosoft’s familiar design loop. If you’ve played other titles from the studio, the overarching structure — build, optimize, repeat — may feel predictable. Mega Mall Story 2 adds more layers and optional strategies, but the fundamental cycle remains rooted in the same charm-heavy formula. That said, the game offers enough variety and customization to keep enthusiasts engaged for dozens of hours, especially those who enjoy fine-tuning layouts and pushing efficiency to its limits. Ultimately, Mega Mall Story 2 succeeds because it taps into the joy of creation and optimization. Watching your tiny mall flourish into a sprawling commercial hub filled with personality and life is deeply satisfying, and each decision — from arranging shops to installing infrastructure — plays a meaningful role in that growth. For fans of management sims, especially those who appreciate Kairosoft’s signature blend of depth and charm, this game is an engrossing and rewarding experience. It may ask for patience in its later stages, but the journey of shaping your mall into a bustling masterpiece is filled with moments of clever discovery and cozy satisfaction. Rating: 8/10
老师老师肝疼是正常的吗。。
好玩好玩,实际笨人在手机上已经玩了很多天温泉,蛋糕店和拉面店了,开罗游戏的魅力就是虽然玩法相似,但每打开一个新的就停不下来。 这部也是,布局可以比较无脑,唯一希望改进的点就是可以一键点数升级和引进,可以给不同的店的种类列个清单统一升级,这样排名评比会省力很多,不然后期玩得有些重复和乏力。
Roleplaying the existence of Mall are still popular is probably the best experience I've had while playing a game in a long while 7/10 (Good!)
先说缺点,前期要去完成邮件,很难兼顾布局(有的邮件还需要将商店建在固定楼层,还要搬搬拆拆),中期发现贵宾卡着拖时长(三到四,四到五星),一些挑战任务要求多少楼一上或者以下特定种类多少营业额或者客流量什么的。最后终于五星发现布局乱七八糟的最后还是拆了本来升级好的商店(实在没有精力慢慢搬了)。最后一个成就开罗全家全熟客,到了机器人开罗那里更是遇到了商战(换布局该拆了拆了,导致等级低)又卡了一个多小时,才结束商战最后解锁全成就。结束时手都快要腱鞘炎了。 以及开罗特有的离大门越近人越多,最上层和中上层顾客少。总感觉这部的任务导向做的十分混乱。指定楼层更是充满恶趣味 优点也有,就是丰富的店铺,顾客图鉴和外观差异都很多样,不同的小人看起来也挺好玩的。不好也不差的一部。如果对经营百货大楼感兴趣可以玩。(但感觉店铺的选择和在日本逛过的百货大楼不太一样?)
玩法基本同于一代,不同之处主要在于:百货大楼层数增加,增加了店铺和设备种类,店铺改为使用点数手动升级,不仅引入新的建筑而且建造一个以上的建筑均需从阿南商会购买,成为稀客不再要求顾客主动使用特定店铺或者设备而只需要满足邮件中提出的要求,在稀客之上增加了满意,增加了贵宾类型的顾客,增加了手动进行的销售活动并且需要通过活动准备商战,UI变化。至于这些改动是好是坏就见仁见智了,个人并不喜欢新的UI设计,也不喜欢所有超出一个的建筑均需要购买这个设定。总的来说,和一代不相上下吧,没感觉到很明显的进步。
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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