
Build an Adventure Park from the ground up! The PuPu clan had just rented a new "playground" from the Dark Goblins. Manage the park, construct park facilities, and grow your clan to serve the expansion of the Park for "hero" customers summoned from other planets!
Modeled estimate, not a reported figure. How we estimate →
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About
Welcome to PuPu's Adventure Park!
Here's what you need to know about this "PARK"...
In a not-so-far planet called MoeStar, a long established peace between all clans was disrupted when the Dark Goblins acquired a mysterious "summoning" power, leading to their dominance over the other clans.
One of the long-suffering clans, the PuPu clan, out of desperation and destitution as their life source depletes, are forced to sign a lease from the Goblins to run one of their businesses on the planet.
The PuPu clan set up shop on this new lease - an Adventure Park - attracting "heroes" who are summoned through the Goblin's powers to pay a visit. The PuPu Adventure Park is meant to be an unforgettable adventure for the heroes, while the PuPu clan works hard to build park facilities to satisfy park visitors!
As the PuPu clan and Park leader, you'll have full control of the Park operations, the employees (other PuPus) and the facilities:
Staffing and assigning the most "capable" PuPu to run newly-built facilities. The more you make your customers ("heroes") SWEAT from activities, the more you gain as resources to continue running and expanding the Park.
Design your park by catering to the customers ("heroes"); the Park's offerings will be listed on a mission board where different customers ("heroes") will come for different demands. Make sure you build a wide range of missions to get the most out of them - including rare items and hero elements, used to upgrade your Park!
From special facilities like the Weapons Shop, the Groceries and the Tailor's, to special customers ("heroes") like poets, merchants and even bounty hunters...make sure you keep unlocking facilities from the Blueprint to expand the Park. You might also stumble upon some surprising stories in this Park...
With the expansion of the Park, you will need more "employees"! You will be able to breed more PuPu through the Spring of Life. Grow them and feed them through building houses, cookie machines, and bakeries etc. (Yep, they have a sweet tooth!), you will also have to soothe their mood sometimes.
Don't forget why you're here - ultimately you want to revive the God of PuPu clan so that it brings back the mysterious power of the Spring of Life...the source of PuPu's well-being. But first... You'll need to slave the days away by running your lease from Goblin's Park and survive.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, Traditional Chinese, Japanese, Korean*languages with full audio support
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 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
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 坚持与诚意带来的质变飞跃。《噗噗的冒险乐园》正式版展现了西梅树工作室数年坚持开发的诚意。从抢先体验版到正式版,游戏几乎在每一个方面都有了显著提升:更完善的系统、更丰富的内容、更优化的体验。 这款游戏特别适合以下玩家: 喜欢模拟经营游戏的玩家 欣赏可爱画风和反套路设定的玩家 享受双线管理挑战的玩家 重视游戏剧情的玩家 如果你曾经在抢先体验阶段尝试过并感到挫折,正式版绝对值得你再次尝试。如果你从未玩过,那么现在正是体验这款独特模拟经营游戏的最佳时机。
一个休闲游戏给我整出紧迫感来了,那就只能差评送上 建筑只能左右换向,恶心+1 超出边缘的垃圾只能看着,或者等拓展了才能清理,恶心+2 清理之后的地面偶尔还会不能建造,只能重新读档才可以,恶心+3 很少碰到次级窗口和设置界面是无法通过按ESC来取消和调出的,现在才发现是BUG,玩久了之后连这个功能都会失效,恶心+4 动不动勇者就会集体卡在某类建筑前面,然后就是没钱,倒闭,恶心+5 一会儿下雨,一会儿掉像粉红色翔一样的樱花,地上到处都是,恶心+10 很多英雄的任务需要后置的建筑才能做,然后万一召唤这类勇者他们就像制杖一样逛一圈就生气跑了,恶心+50 发展点数给的扣得要死,为了增加无聊的游戏时长,就怕玩家提前解锁建筑,恶心+100 总结:先不要买这一坨
Super cute game. It's come a pretty long way since its demo. Translations are decent, though they get spotty the further in you play. Drawings are cute, and the game loop is basic but fun. Things that I would like to see updated in the future: >There's no way to flip buildings vertically for some reason. Only horizontally, and only after placement. >The name for Pupu can't be customized in English except for the starting three — it is limited to four characters when entering your own name. (Localization issue, probably.) >Some objectives are unclear on how to complete them. (This seems to stem from inconsistent naming for certain key items or mechanics, and mainly occurs during the optional timed events.) >Finished translations. That said, I really enjoyed the demo, and I'm excited to see the game continue to improve through early access.
Cute game with fun gameplay overall. I had issues getting the materials to make all of the buildings for particular regions before already being onto the next region, or even the one after that. Actually a hard game, I had to restart three times before getting a reasonable setup, and I usually average 86% on my park evaluation, never a 100%. Which I actually love, because it continues to change and keep me engaged. Looking forward to seeing this game grow. The English translations were very good early game but less good in the later section of this early release. There were a few mistranslations for missions which made the goal unclear and made me fail, which was frustrating. Still, nothing was a dealbreaker and it'll get better before it officially releases.
作为一个资深但技术力一般的经营游戏玩家来看,这款游戏第一卖点应该是画风,以萌系画风为卖点吸引轻度经营玩家。而本游戏以初始来说,确实很“轻度”。不考虑后续发展的情况,只依赖初始的战士、路人、小贩、矿工,那么前期的租金任务你基本不会失败,即使失败了,重来之后也会很快把握要点。但不论是后续建筑的开发,剧情的推进都要求你不能原地踏步,但发展过程中的指引却做的一团糟。你想要发展石之城的路线,但勇者不能全部替换相关的,因为初始战力不足,你要满足他们的基础需求还是要保留初始建筑;部分勇者的激活却跟已可开放的任务无关,导致替换后没有任务可做直接红心;勇者不放入召唤栏无法看到他任务需求的建筑,直接导致放入召唤后发现任务所需建筑还未解锁。更别说英雄相关的宝石系统,我碎片800个,可激活功能用的塔怎么出却一点引导都看不到(按道理应该在基地升级拓展塔基位置后做出引导)。只能说这只是一款利用画风吸引一群不太会玩游戏的人来捞金的游戏了 如果你想玩一款经营要素比较好的游戏,那么这款我不做推荐。 细一点说下问题吧 建筑换向问题 换向只有两种方向,且有的换向看着想笑。(入口还是朝下,只是位置稍微变化) 勇者的行动并不必须遵循优先近,且勇者行为消耗来源于行动力而非停留时间,只要有可以满足需求的建筑,勇者就会寻路过去,至于远近并无影响,这就导致布局变成了一个笑话。(轻度的其中一点) 建筑建造和解锁界面看不到入口位置和可移动入口位置(还是土丘,我以为会是上下,结果居然是下左和下右)导致布局没好很恶心强迫症。 虽然建筑移位以及道路铺设不需要消耗东西且浪费也少,但重新布置后原召唤勇者不会自动寻路,解决办法是一个个手点送回。(实际影响也很小因为每个勇者才需要10币,怕的是租金不够) 上下岗问题 噗噗上岗需要心情活力满我可以理解,但要么做可以先选择,等他回满后自动上岗,要么允许看到回复到多少就可以强制上岗。 托管的功能是为了节省点击,先点后点都会消耗玩家操作,但要盯着回满才能点的操作手感实在让人感到低质。 由于必须满活力才能上岗,如果不消耗满才下岗就会导致临时工只消耗一点活力就回家里消耗汗水,那么是否制作组就是希望这样呢?(我觉得支持这个做法是属于想做轻度经营游戏的) 勇者路线设置问题 如果勇者的钱足够买防装武器和药,那么一个残血的勇者下一个任务打怪任务前他会做什么呢? 答案是如果勾了买药,那么他只会买药回血后就去挑战下一个怪,除非你能在中间穿插一个防装武器强化任务。而如果你穿插的位置勇者钱不够,那么他并不会在钱够之后回去做这个任务。 这就是前面说的不能一次替换完相关勇者的问题,战士5级初始26战力,赏金猎人初始24战力,如果把荒漠全拿掉只留石之城建筑,那么赏金是基本没法满足打怪需求的,因为石之城打第二次他就嘎了,虽然汗水影响不大但租金会直接断掉因为完成不了笑脸任务。而赏金本身也完不成石之城任务所以连建造材料都没,每次升级的建筑材料其实大头都是收租时的商店。 调速问题 默认数字123是速度123档,制作组有没有想过我们在给噗噗命名时会用这几个数字? 如果轻度玩家为了想名字结果没发现加速了,这个体验我相信是很糟糕的 而重度玩家,以战金探剧作为命名手段的,命名时候肯定暂停,这时候给战斗组第2位命名会发生什么? 建议进入噗噗命名界面强制暂停且数字加速无效 ----------------------------------------------------- 回应制作组 捞金并不是贬义,不然开发游戏做啥,你们和宗门志制作组有一样的问题,就是没搞懂自己营销的用户需要什么。用萌系画风吸引轻度玩家并非过错,就像用6X玩法吸引文明玩家玩修仙题材毫无问题,但你们没抓住轻度玩家需要的东西,轻度玩家不需要那么多“繁琐”的操作,托管的确减轻压力,但托管开启的塔,你们在基地升级开放塔基地图时并没有附带介绍和视角移动,就基地的基础视角你们觉得玩家能直接察觉么?而勇者路线的设置,哪怕我这样的玩家都需要摸索一下才能做出比较优秀的路线,而如果不设置,就像我上面提到的,升级石之城之后的职业并非完全上位,就会导致笑脸任务根本完不成直接崩盘,战力体系评分的系统其实很差,这对"轻度“玩家并不友好。哪怕你们后期把寻路逻辑做强化,增加建筑摆放方向入口设置等,扩展地图所需要的物资依然不够”轻度“。当发现勇者无法完成任务时,是需要跟踪其视角(尤其是那些徘徊的和低心的),根据日志分析原因的,这太”硬核“了。我看了下你们对测试与正式版的差别,租金那条里你们用笑脸作为额外货币去减少以前资源折算抵扣的方式,其实这条如果还在,那么我提到的问题就会有所缓解,现在必须保证笑脸,但新勇者笑脸任务所需战力又不满足需求,又不能做抵扣(也许有但我没发现?),且勇者更换是跟收租同时的,没有回旋余地,那么崩盘就在所难免。
玩起来不像个休闲游戏,各种卡升级材料,只能说玩起来让人很焦躁,给冒险指定任务安排也好像不起作用,引导太差。
bug巨多,新手指引极差,存档一点反馈都没有,手动存档之后存档失败还不提示,直接丢失30min进度,心态爆炸。
更新公告主打一个:事事有回应,件件不解决。 最开始还在不停的保存重新加载解决BUG,现在直接就是一进档就闪退。
体验了DEMO后,就购买了抢险版冰完成了全成就,总小时428h 从宣传上来看就知道这是个萌系画风的经营游戏,有趣的是游戏是玩家扮演怪兽王国,经营着副本作为生意,召唤勇者过来挑战的世界观,这个出发点的创意是很有想法的,加上萌萌的史莱姆扮演者各种怪兽的趣味造型。 我简单说下会出现的BUG吧,穿模、闪退、某个建筑会永远卡住完成不了任务。 说一下为什么背景是比较不错的情况下,为什么会出现多半差评?个人认为其实主要的还是玩法延展定位和价位。 以目前的内容来看,定价48元明显是达不到的。 如果当做一个打造异世界版图为主的观感游戏,游戏中的装扮装饰提供太少了,而且建筑只能镜像反转入口是真的给人一种自有又限制的不适感。 而且游戏中有部分资源其实是没必要的多余的,这种情况也覆盖给了个别建筑,纯是为了给勇者堆任务。 在勇者的路线规划中也是有点问题,就是老喜欢排队是吧,总需要我手动去切换他们去另一个同样副本。 【个人建议方向】 保持48元的定价情况下,优化上列问题,能提供更多有趣且真实打造异世界玩法的内容进去。 例如阵营系统、勇者转职任务、手动选择词条编主线剧情给勇者/英雄挑战、刷新世界BOSS可以设置BOSS难度,勇者需要齐心协力打死,根据难易度获得资源奖励、打造装备给勇者等等,召唤的种族也可以变化下,甚至可以把召唤来的人转换成常驻民。 我更加期待的是一个真正经营着一个异世界,从0基础开始,打造每个地图板块、种族,有着几年、几十年、甚至到几百上千年的怪兽大陆,由玩家决定这个大陆是天堂还是地狱,还是多种族共存等的游戏。 期待着开发者的优化与新内容开发~
1.游戏新手引导很差,资源数量过多,实际没什么价值,而且一大堆人感觉很乱。 2.每个史莱姆都需要操作一下,却没感觉到玩家的操作点 在哪里,能不能减少无效的操作和无效的信息?
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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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