
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 →
Media

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
本来觉得玩着新奇,些许bug也能回档,耐着性子玩,快玩到最后一部分的时候,频繁闪退,中间还出现过,满意度负六百万的bug。冲着闪退,建议不要入坑了,等修好再说。
cute concept but i was having a hard time completing goals. i may just be stupid, but i wouldve like a little more in depth direction from the game on how to do some things
构式
游戏体验很独特,装饰很完善,系统设计还是有些巧思的,如果没有硬伤的话,我会乐于深玩。 大致上来说只要意识到保证收益率比起扩张与多召唤更赚就能掌握整个游戏了,而这之上则是丰富的内容构建,让人一直有推进的欲望,并与经济压力拉扯。 但目前而言阻碍游玩的硬伤有些多,首当其冲的中期的卡顿问题,虽然感觉若掌握了核心游戏系统,游戏节奏能快很多,但这样一款游戏走时间过于艰难实在会让人无法继续游戏。 。 而且目前bug还是太多了,动辄小人卡住,还有上塔的软泥会虚空生成一个饿了的复制在窝点如果一时找不到替换就会很烦,温泉基本必卡人。这样的恶性bug甚至在某一个月直接让我全部召唤小人挂机收入归零。 。 还有些任务触发的描述很令人迷惑,比如勇者任务相关的藏书馆的学者收到求救信件,前置建筑我也建造了,也刻意尽可能安排任务了,但前一个档明明没管就完成的任务,当前存档完全不见能完成的影子,也没有哪个职业有专门任务,只能等着其自动触发获取金币的子项,这实在是太离谱了。 。 我目前虽然大致上完全能做到大盈余,但仍然对于扩张土地抱有很大的不安全感,假设以两到三个主要收入点作为稳定职业,剩下的去升级和赚蓝图点我想也是能逐步扩张土地的,但这需要一定程度的游戏熟练度,大部分玩家可能还不到那个阶段就会被比如卡顿或bug的硬伤给劝退了。 。 目前我的存档大概软泥数量50+,地租1500+的大小铺满了建筑,性能表现相较于开局大幅地下降了,如果仅仅是速度降低倒还好。目前还出现了许多恶性bug,人物卡住不动,而且不知为何有时esc键无法呼出菜单,存读档后这些问题又都消失了。 。 以及个人建议,地租可以做成系数削减,乘到满意度的加成系数上,而不是做成固定数值,或者仅保留一个较小的固定数值,假设我中期想要全部建筑都拆掉重新规划,或者上三个一级职业,地租会给我带来不少压力。另外,我认为职业可以接受的任务应当无视是否有对应建筑分类显示,目前来说虽然建筑有地区分类,但职业相关列表还是稍显繁杂。 虽然我想要提的建议有很多,但我感觉还是在主线进度上不要有卡顿最好,目前对我来说,有一个英雄的委托解锁条件很难手动触发,希望在解决bug问题之余能对内容进行一些优化。
1.通过激活科技解锁新建筑的方式经常卡手 倒是后面的建筑迟迟解锁不了 2.应用委托一直显示完成委托0次 但是我跟踪英雄确定是完成了委托的 3.考虑通过升级新建筑兼容老建筑的方式来实现迭代,而不是翻新重建。 4.需要解锁新建筑就要用新角色,但是新角色只有1级,完全弱于5级老角色,新老交替很容易就结束游戏了 5.解锁的东西越来越多,但是并不够智能。需要在解锁过程中把老的事情托管掉,玩家才能专注在新事物,不然就忙不过来了。
游戏还是挺有独特性的,无论是玩法还是美术风格都挺有意思。 但粗玩了几个小时感觉硬伤还是有一些,可能是我玩的还不够深入,也可能是运气好,恶性BUG倒还没遇到。 提几个建议: 1.资源种类希望前期引导能做的更明确一些,或者减少一些资源类型,那几种精华除了颜色以外没有区别,一开始特别容易混淆,而且很杂乱。 2.哥布林币的泛用性太低了,感觉除了接任务跟升级/更换召唤点之外就没啥用了,希望能增加其用途,比如锄草跟承租新的地块就用哥布林币得了,别用精华了,太杂了麻烦的很。 3.有些任务是需要在多个建筑行动的,但是任务介绍里面写的很不明确,希望能有提示任务对应的建筑链条。 4.快捷键没找到对应的提示,我自己是有类似游戏经验才知道切换乐园跟噗噗巢穴是快捷键H,加速是数字键123,空格是暂停,希望能给出提示,帮助新手。 5.我理解游戏制作的美工欠缺,但是建筑路口不能上下旋转着实过于愚蠢了,哪怕你建筑美工素材不变,单纯区分一个上下路口都要好的多,某些建筑路口只能冲上或者冲下,前期可建筑的地又少,非常烦躁。 6.召唤英雄是跟很有意思的设定,但是希望能让玩家自己选择召唤碑建筑的位置,不要随机,而且因为有路口方向限制,位置不好使真的烦人,尤其是我这种玩建筑游戏有强迫对齐心理的。 7.同上,第一个战斗建筑希望也不要固定位置,而是让玩家自己造,这也有助于新手引导。虽然不是不能拆,但是多这一步就很麻烦,没必要。 8.希望能再休闲一些,感觉游戏的紧迫性还是不低,草地这些低难度地图就别整这么难了吧,后面地图再设置挑战难度高点不好么。 综合来看,我觉得这游戏还是有潜力的,有其独特性和创意,整体是好评的。但是硬伤也有不少,玩家在深入游戏的过程中能够获得的正反馈较少,以及BUG较多,这些希望能够改进。
开发商跑路,纯垃圾东西
畫風很可愛,雖然感覺玩好有點難度,但是覺得其實慢慢玩就還好。 如果引導可以更一步一步清晰一點就好了! 但總體上還是很喜歡的!
画风是休闲游戏 ,对于休闲玩家指引太迷茫
新手指引不清晰,网络上也没有找到教程一直在欠债。。为了猫箱联动购买的。感觉有点失望,玩不下去。不过题材很有意思,魔物让勇者打工。
Related
Related
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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