
A short and colorful incremental game about popping different types of balloons and dropping people of all colors.
Modeled estimate, not a reported figure. How we estimate →
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About
Pop balloons
Unlock more balloons
Pop those too
Drop people
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Reviews
比起同类型的放置类游戏而言,重点并非在于与挂机相应的玩法联动(况且本作的主要设计也全然不同于经典的挂机游戏常见的内容,如自动化的资源生产、资源的累积所产生的效应、资源之间的转化等),而是它自身独特的动作点击要素。 与制作者宣称本作受到了《Nodebuster》的直接启发相对应的是,《Pop Balloons and Drop People》的升级界面UI和主要玩法与前者是有着相似之处的。有所不同之处在于,《Pop Balloons and Drop People》在视觉风格上辨识度较为明显,且具有相当程度的黑色幽默:当玩家戳破屏幕中的各种漂浮物时,漂浮物内会掉落大量数额的小人,并且在掉落后成为可供玩家购买永久升级的资源;解锁最后一项永久性升级后,由玩家所扮演的疯狂射手会被游戏内的警方抓获,并且在荒谬的结局动画中被扭送带走。如此这般的黑色幽默,也在具体的交互中为玩家带来了一定程度上的解压效果(如天女散花般飘在空中的小人所带来的资源分数)。 本作提供的正反馈体验相当持久,只是刺激程度的阈值提升较为缓慢:前期到中期的科技树提供的即时反馈不甚明显,数轮下来的分数获取变化不是很大;中后期即时正反馈非常密集(如击中卫星和雷云等物体后带来的连锁反应和与此相应的分数猛涨,甚至到了后期手法得当的话,可以在当前回合内无限续时),但游戏到了这个阶段也意味着它很快就要迎来结束了。与常见的放置类游戏侧重于时间粘性和持续收益的核心设计相较,本作不但有着极其明确的游戏终点,也有着像是限时驱动和鼓励主动交互这样的、偏向动作点击游戏和部分Roguelite游戏的设计,故而它的挂机模式更像是某种可有可无的、允许玩家进行放松的添头。 总体而言,《Pop Balloons and Drop People》是个节奏上短平快、深度有限且正反馈直接的小品级动作点击游戏。
incremental... good :)
Same as demo I watched online. A couple new things, but you can see where they come from in the demo. Upgrades are different from the demo to extend playtime and take longer to acquire. No I do not believe this game is worth $4.99.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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