
A simulation and RPG game with multiple endings, set in a Chinese restaurant. Play as the owner, and manage the restaurant, form bonds with characters, and explore the lively town. Uncover the secrets behind the restaurant’s mysterious downfall.
Modeled estimate, not a reported figure. How we estimate →
About
Hello everyone! What kind of game is Taste of the Wind?
When you were a child, you grew up helping in your parents' restaurant. Life wasn't exactly luxurious, but it was carefree. One day, however, the restaurant was framed, and your parents passed away. You had no choice but to work various jobs to make ends meet. You thought life would continue like this forever, until one day, your long-lost childhood friend suddenly reappears... and she brings along a 1 million debt?! Your fate is about to be rewritten.
The once silent Taste of the Wind is about to see a new dawn, but the shadows of the past have not fully disappeared… Bearing heavy burdens, will you move forward with your companions? While rebuilding your family business, can you uncover the truth?
🌟Main Gameplay🌟
As the restaurant owner, your most important task is to determine the management strategy for your restaurant. You’ll choose the monthly menu, set the price for each dish, decide whether to renovate or expand the shop, and determine whether to provide top-notch service to customers or cut costs to increase revenue. Do you spend a lot on staff training or set a meager 2,000 monthly salary with 90-hour work weeks? These decisions… are all in your hands!
Of course, the most important thing is to survive. If your cash flow is negative for two months in a row—welcome to the bankruptcy bad ending :)

Cooking, cleaning, checking bill errors, handling customer complaints… from 6 AM to 10 PM every day, there are many tasks to be done! Come and experience the daily management routine!

The childhood friend who bought you your family restaurent, the childhood companion with whom you used to get into trouble, the mysterious girl with a fiery temper… Taste of the Wind features many unique characters. Get to know their past stories and grow closer to them through sweet moments.
Maybe someone would say, no sweet moments, I only want to work and study! In Taste of the Wind, you can also learn the exclusive knowledge of your employees. Want to know what table turnover rate means? Have you noticed the little tricks on the menu that grab attention? Which knife should you use first when chopping vegetables? Why do you add salt last when stir-frying veggies? How can you tell if an egg is still usable? Plus, there's Karate, fortune-telling with Bazi, and Purple Star astrology... If you're interested in these, chat with the employees and learn more! Knowledge isn't just numbers; it's practical tips, and one of the branches leading to different endings!


In Taste of the Wind, while you have the goal of paying off the one million loan in five years, your choices will lead to different endings. Will you be the boss who pushes employees but makes a fortune, or will you choose to be more ethical? Will you opt for a chain store strategy and expand aggressively, opening a large restaurant, or go for a Michelin-starred restaurant? Or perhaps... even though the restaurant is your main business, you’re more into investing, fishing, and games of chance?
All these choices will lead to your own unique ending.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese
Engagement
Reviews
Themes across 194 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
经常赤石但是下次继续的赤石大王是我了。玩了《醉风酒》后不禁能回想起太多重叠的美丽废物游戏影子,汇总一下赤石过的弱智小独游的共性特征,简直可以出一个checklist打钩表了: 1. 美术好看,超级亮眼。 2. 多数为手绘风/像素风/童话绘本风/90-00年代怀旧风。可能还plus某地域特色的方言作为添头。 3. 大多数采用最低成本框架、基本上视觉小说or横版逛街体裁就可以做的游戏。常见类别:模拟经营养成,解谜,收集类游戏。 4. 但是创作者绝大多数并不会做游戏,也欠缺开发经验,而且这种经验不是能快速累计的。但开发者们本质就爱拿游戏这个媒介来搞OC和自己的创作艺术,满足自个儿的XP。 5. 并且还不能扬长避短地干脆就把游戏性削弱,走薄利多销的路径,就当给玩家卖了一本漂亮画册or讲个故事算了。非是要做一大堆添堵的无效设计来增加互动,自以为自己做了很牛逼的游戏。 6. 因此往往有着大量非常反玩家游戏直觉的设计、无聊的繁琐操作、奇特的数值、冗长无效的回合、催眠的点点点,玩起来就是一个不顺手。但开发者和正式上架前的支持者都缺乏新鲜脑子的视角,对此全然不觉。 7. 最常被这类游戏拿来使用的一种顶级烦人的无效设计:[b] 小游戏。[/b] 8. 最常被这类游戏拿来增加游戏时长和玩家留存率的手段:大量的成就,挤牙膏的剧情,蚊子腿的数值,某个看板娘/看板郎角色,发放实物周边。 9. 开发者做设计时可能的心理动机包括但不限于:唤起玩家的青春怀旧、教会玩家延迟满足、正念冥想修心、现实主义、让你学会生活的苦、我们的社会太快节奏了,你要有耐心…以及玩黑魂玩的,混沌的温床打太多了。就差说游戏掉帧是为了让你理解生命的不连续性了。 10. 实际上游戏玩起来的体感:刷子,西西弗斯推石头,三百六十五里路,摄像头主角送快递,居鲁士终结者劳雷尔。 11. 其实如果不是靠美术+设定回本,单把玩法拎出来放在整个steam上根本吸引不了该品类的玩家。 12. 可能在上线当天就一直在不断不断更新修bug,公众领域内可见的勤奋反而成为了加分项。使得部分玩家忘记了好像这应该是在上线前完成的工作,于是惊呼太感动啦!超有责任感的开发者! 13. 可能在早期靠着众筹/社群方式累积了一大批养成系铁粉,习惯了粉丝给出来的包容。把游戏正式上架放在整个公开游戏平台上缺乏心理预期,自己的游戏作为一个公共商品在与全Steam所有游戏同台竞技,可能收到各种玩家各种画风的批评。玩家在给出评价时的参考坐标系既可以是“作为一个solo开发小独游你已经很不容易了”,也可以是“同等价钱我买打折巫师3都比你便宜,你还不好玩,我干嘛选你”? 14. 于是针对公开平台上的批评,这些游戏的开发者及其簇拥最常用的不可证伪神学包括但不限于:Solo开发不容易,我真的在很努力,玩家偏好有差异,别拿我比3A游戏。批评游戏数值用脚做的,他跟你讲他的创作意义;批评开发者ego太大,他跟你讲一个游戏没法让所有人满意。玩了超长时间骂,他说你玩这么久还骂?玩了超短时间骂,他说你才玩这么短就骂?你骂这游戏指引不透明不清晰,他跟你说我有教程啊是你在恶意攻击!你骂这开发者简直是傻逼,他说别以为你花钱买了游戏就能顾客就是上帝! 15. 而当玩家偶然遇到了确实是态度诚恳又敢于立正挨打的开发者时,你又会绝望地发现他们也是同样态度诚恳地、真的不懂做游戏。鸡同鸭讲,线上支教累死人,一拳打在棉花上。 当然这只是一个广义上的、个人经验的粗略汇总,不等于说《醉风酒》以上每一条全中。只有玩过这个游戏的玩家们心里自己清楚,体感不会骗人。给出不推荐的理由也是本作绝对是在这种恶性循环的创作模式和重灾区关键词里踩了坑的,当前的优点完全无法盖过负面体验,定价不值得。 开发者自己也可以对着掂量掂量你中了几条。或者其他打算来买这游戏的玩家可以照照镜子,看看自己的Steam游戏库,回想一下自己过往赤过的石,被画风诈骗踩过的坑,以及骂完之后下次继续的那个该死的自己,然后参考这个check list逐条打勾。骂完游戏之后骂自己,做一个重灾区风险评估,然后下次继续。看到了这种踩坑绝非个例,学会了默认赤石是常态,吃了发现好才叫惊喜,你就会放平心态,心怀感恩,let go,下一个。 PS:虽然国产游戏是踩以上清单的重灾区,但不仅只限于国产游戏。 PPS:这游戏在我这里有个额外的罪状。经营部分的音乐超级难听。每次过回合经营部分的音乐巨没品,跟我童年时爱玩的明星志愿3、PM4、PM5一比是高下立判。非要拿你那大喇叭吹吹吹是吗?怎么想的一个中华风手绘风的游戏配这种音乐?明明转月时的古筝就很可以了。多去玩点正经好游戏,关注一下不同文化背景、不同美术风格的游戏用的都是什么样的音乐,什么样的乐器,营造的什么氛围。这里面学问可大着呢,文化工作者还是得有文化,别那么没品。
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Hours played at review time, across 194 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
风老板:勇哥你好,我二月份刚开的业。想知道怎么快点还完贷款 勇哥:刚开业想提高利润早点还清贷款吗 风老板:嗯差不多吧,这是我的店 勇哥:醉风酒………来,拿着别晃,镜头高一点,360度转一圈——行,社区老巷子,隔壁来福酒楼排队,你啥情况? 风老板:因为这门面是我家里以前开店的门面嘛,嗯,是我闺蜜上个月帮我贷了100万购置下来的,以前生意还可以… 勇哥:我滴妈!一百万是什么费用,加盟还是自营? 风老板:就门面钱,自营。每年利息6个点 勇哥:装修设备物料都没算就一百万了大姐你在想啥? 风老板:就…就闺蜜当时帮我贷的嘛,我也不清楚。我刚开店也不清楚这些 勇哥:日流水多少? 风老板:上个月一天能到一千左右 勇哥:毛利呢? 风老板:毛利我还没仔细算过,主要我们做高档餐饮生意… 勇哥:啧,大姐你多大了 风老板:今年二十 勇哥:你知道毛利率怎么算不?毛利率就是你的售价减去进货成本再除以售价 风老板:大概68%,两万零四百我们做高档餐饮的 勇哥:毛利这么高?好,好,那房租人工多少?水电气多少? 风老板:贷款…一个月还八千,五个人工资五千…我自己不算钱,水电气不用钱,固定成本一万三 勇哥:五个人五千?!每个人一个月一千啊。是兼职吗?都是你什么人?每周工时多少? 风老板:全职,每周就90小时的工时…我和我闺蜜,一个发小…还有三个自己来上班的 勇哥:我滴妈!市场管理局的找过你们没有 风老板:上次刚罚完五千。我看员工都蛮乐意的,他们都没意见。年底我还打算给他们一人200的年终奖 勇哥:停,大姐。我们先别说这个。市场监管局——算两个月来一次,一个月两千五… 勇哥:有没有其他的推广费 风老板:每个月请这边的记者吃顿饭,算五百 勇哥:那你不就每月还能赚一万四?连麦是还想打广告是不? 风老板:一个月一万四根本不够用,店内装潢要钱、算命抽签都要花钱、出门学菜谱要钱、开设分店也要钱。每个月留不住多少钱 勇哥:大姐你这个规格开分店? 风老板:对啊,加盟店。加盟费三万,每个月上缴给总部5%的利润就可以了。我现在最大的问题是贷款五年内要还完,一个月八千。我没有信心 勇哥:你店现在的复购率多少? 风老板:没算过,都是线下堂食。熟客挺多 勇哥:平时客流量多不多? 风老板:每次供应跟不上食材留存,服务好也没用 勇哥:我看你这招牌不是红烧肉吗,怎么只写个番茄炒蛋。菜品怎么定的价 风老板:红烧肉60一份,我怕太贵了没人买 勇哥:那你写红烧肉好吃不写价格不就行了 风老板:噢 勇哥:来别动,再往里面走,往前台那边走我看看里边 风老板:这店刚盘下来,墙跟地板还没补。还有桌子也没舍得换 勇哥:我滴妈!来福酒楼佛跳墙328一碗排大队,你苍蝇馆子卖60的高档红烧肉,社区居民不是傻子。餐饮不是说自己高档就高档,不是你迭代几次就爆发。你这是拿闺蜜贷的钱给"降维打击"四个字交税。关了吧,马上关,食材低价处理,设备能卖多少卖多少,去找个班上下去,先把债还了,把员工该结的工资结了直接遣散,一千块钱的月薪一天干十三个小时老板也太不是东西了 风老板:我闺蜜跟我全部积蓄都投进去了,关掉不甘心呀,想做活动再搏一搏 勇哥:道理讲完,现实摆在这,跨界先敬畏行业,再谈创新。你自己权衡,还有别的问题吗?拜拜👋🏻 [strike] PS.其实就是为了这碟醋包的饺子 [/strike]
[h3]一款边玩边做的omakase游戏[/h3]——借用一下 10 老师的话 正常来说全成就我才会写评测,因为bug所以全成就还遥遥无期,但是我真的忍不住不骂了,我忏悔我还送了几份给朋友。我并不是不能容忍一些小问题,但是此游戏的bug已经不能用一些来形容了。 列举一下一些问题吧,时间线错乱的逻辑问题,比如绿枝已经外出离开石头镇了,西山公园依旧能遇到绿枝,又比如小黄已经下山了,鸡鸣寺依旧能遇到小黄,后期远足会显示本季度已经旅行过,你在固定时间节点之后把远足从地图上取消是什么很难做到的事吗?实际变动与对话框不一致,文字框显示给了菜谱但是实际没给等问题。文字超边框和错字,人物经验条超900以及知名度、口碑超1000就会出现文字超边框叠在一起的问题。结局问题,现在天下第一的成就能正常解锁了,但是命运商店中依旧是未完成状态,目前能解锁的人物结局似乎只有小云和响铃,力连cg都给吞了。宝物里面没有图画而且实际上不起作用,单周目无法达成50菜谱(修复前),诸如此类的问题真的太多太多了我根本举不完。真的有做游戏测试吗?不做游戏测试就端上来让首发玩家帮你测bug吗? 修得快当然比不修好,愿意回应问题也值得肯定。可修得勤快与正式版是否应该以这样的状态上线原本就是两件事。一个人制作更不是免死金牌…既然你上架steam了那就意味着着作品从私人创作转变成公共商品,开发者与玩家之间也随之建立了一种最朴素的契约。玩家付出金钱和时间,制作者应该交出一份基本完善的作品。我愿意为一人制作降低对规模的期待,却不会降低对完成度的期待。规模小一点完全没有关系,系统少一点也没有关系,地图事件少一点、角色少一点、结局少一点,都没有关系。但是事实上创作者没有学会怎么做减法,所以最终导致了除了画风之外一无是处。 创作者似乎很容易产生一种对于空白的恐惧,总觉得游戏内容越多,便越对得起玩家。于是不断添加玩法、机制、支线、小游戏、设定和谜团,可是做减法也是一种设计能力。推理、玄学、武术这些内容真的有必要出现在剧情经营游戏里吗,你的剧情承载得起推理内容吗。很多内容都给我一种在满足创作者个人需求而非契合游戏的感觉。但凡做得好一点冲着画风我也就给好评了。 我一关闭游戏就需要更新,在bug上长了个游戏,我说不如去做连环画吧。倒也不完全是在讽刺。媒介从来没有高低之分,游戏也不会因为拥有文本、图像、数值与互动,就比漫画更高贵。如果一部作品最稳定、最有魅力的部分始终是画面,而交互、系统和程序反复成为它表达自己的障碍,那么选择更复杂的媒介未必是一种增益。如果做不了这么多,就少做一点吧。 首发体验完全是灾难,就算后面修完整了我也不会改成好评,不推荐。
众筹序列号送朋友了本来等太久早就不想玩了,没想到因为我提了一嘴有点喜欢画风她反手又给我买了一份让我玩,这下不得不让我替她先品尝一下了!品尝后只想原地吐出来礼貌问问这是屎吗? 当初是因为画风参加的众筹,实际游玩下来也只看到了画风的出彩。1.文案。文案实在太粗糙了完全没有用过心的痕迹,开头导入部分就可见一斑。作为一部文游的背景导入,竟然能把每句话都写得磕磕绊绊透露着根本没打磨过的粗糙感,奠定一部游戏整体基调的背景导入在无意义的信息平铺中一直消耗着叙事张力,同样是破产之后重振家族酒楼的月华的导入部分就做得非常好啊?!提供一些有效信息,展示一些精美cg,交代一些女主童年经历,刻画一些过往的具体幸福细节,最后以悲惨的反转进行一笔浓墨重彩的收尾奠定基调,您做到了哪个?我只看到了比白开水还寡淡三分勉强能读通顺的幼儿园到了极致的文笔和十分简陋潦草的过场动画。两个略类似的故事给人以截然不同的感受,月华如果是成年人的故事那这部作品整个就是小孩子的过家家啊!我只能说两相对比高下立判。导入很差没关系,万一正文爆种了呢?很遗憾后续正文的文案也没有丝毫提升,首先层出不穷的错字就让人观感极差您完全不做校对的是吗?看到把“热门的旅游景点”写成“热们的旅游景点”的那刻我彻底绷不住了。极差的文字质感最终给我提供了勉强能读通但完全无法产生审美认同的别扭阅读体验。而且作为一个国风酒楼模拟经营有不少常识性错误这是对的吗。。还有一些尴尬到头皮发麻的网络梗:什么我命由我不由天九转大肠放在这里完全不好玩啊……看着偏水墨古风的画风再看着这些烂梗,好不容易建立的场景沉浸感终于也是被破坏了!这种时效性极强的网络梗再过几年自己读读看呢。做文游就给我好好做人物塑造和氛围烘托啊喂?自嗨玩梗既不贴合整体氛围画风也完全暴露!完全暴露!创作者不成熟的叙事把控力! 2.玩法。你的文案很过家家很难绷但你的经营玩法也没有弥补这一点。模拟经营部分太无聊了。无聊至极。选了最难的经营模式依旧是一些重复率极高的点点点小游戏我已无力吐槽。无论是众筹价位还是首发价格,扪心自问这个质量对得起你的定价吗?在同类型游戏里毫无竞争力!对对我不玩牧场物语星露谷戴夫符文和一切经典模拟经营就玩这个错字bug满天飞的过家家模拟器!和人物的互动对话更是无聊他妈给无聊开门无聊到家了没有一个有特点让人想沟通的角色更别提产生攻略欲望了场景互动也是一言难尽说实话很多橙光易次元几块钱制霸的文游质量都要比这个强,而且是强不少,谁家文游一互动全是重复对话我:?这么急着捞钱吗能不能让人有点游玩欲望再端上来啊? 3.bug。切换场景人物贴图会停留在对话框上我也是根本绷不住了。就这样端上来一个没测试过的半成品?您究竟跑过测试没。我是受画风吸引从最开始宣发等到现在的全程众筹玩家中间没试demo就是为了保持一份游玩到本体的新鲜感,但现在我非常想穿越回去大喊让自己试试demo吧别上当了居然相当于白白浪费了两份钱! 游玩了六个小时中途离线了似乎没算上时间,至此,我真的完全吃不下去这坨了。晓美焰你能去救救那个没被画风欺骗的那个笨蛋的我吗?在你身上😩!再浪费一分钟😂!我都觉得🤣!我都觉得是在浪费我自己的时间😇!
[h3]体験版で遊んだ時から高評価押すって決めてたんだ俺[/h3] だってこのゲームには開発者の魂みたいなものが感じられる そういうゲームは探してもそう滅多に出会えない この幸運と開発者に感謝
(i'm posting this review despite my short playtime so that there can be an english review for this game.. i want other english-speaking players to consider playing taste of the wind!) i've been looking forward to taste of the wind's release for a few weeks, ever since it appeared on my steam calendar, and i can say that, for the most part, the excitement was warranted. this is primarily a management/life sim, there is no cooking! the main gameplay loop looks like this: talk to your employees -> go outside -> trigger an event that gives you money or a recipe -> open your shop -> help employees (simple "this or that" questions) -> deal with customers -> close shop -> repeat positives: it's addictive, especially because of the low recipe drop rate (at least so far), it keeps you trying new features until something lets you unlock a new recipe. the characters and story are also fleshed out and interesting—there's side plots regarding your employees, and lots of questions that i assume will be answered as you get further into the game. there are multiple "game modes", so you can adjust the difficulty of the game depending on the experience you want. i've been playing "management mode", since it was recommended for new players, but the learning curve might be difficult if you're not used to strategy games. it's definitely a fun level of difficult, though. there's lots of mechanics to adjust until you find the perfect balance of income and staff/customer happiness. negatives: the english translation is slightly incomplete, however this isn't obtrusive enough to ruin the experience. a few aspects of the ui on specific menus are still untranslated, but i expect that this will be patched out eventually, since the game just released. also regarding the english translation, it can be hard to follow/understand at times. some of this is due to certain phrases being unfamiliar to me ("gallow oil", for example, is a term used in a minigame, but i have never seen it before), other times, the english translation is just confusing. again, i expect this will be patched out, and it doesn't ruin the experience too much, it just makes things a bit more confusing. the tutorials can be hard to follow for this reason. lastly, a lot of text doesn't align properly with the ui, which is likely an issue of the game not natively being in english. otherwise, i recommend picking up taste of the wind—it's a game overflowing with love and passion, both from its artwork, story, and the small details of customer conversations or cooking tips. i'm not good at cooking at all, but i felt like i learned something just from the short time i spent playing this game. taste of the wind is also remarkably atmospheric. it captures the essence of a cozy family restaurant so well. if the negatives i listed are a problem for you, maybe wait until they're patched out... otherwise, please give this game a chance! it's such a one of a kind gem in the oversaturated market of "cozy" management sims.
高情商:全手绘水墨风立绘。 低情商:你画的是真特码垃圾。 致敬国产最爱刷好评神游,我说不刷好评不配玩有感觉吗。剧情一坨的基础上模拟经营也是一坨,哎我,过家家太感动了家人们。而你我的朋友,你花同样40块钱能买到风信楼,从体量到完成度都是20倍的差距。 尽情的装兜吧,尽情的享受吧,尽情的往国产独立游戏里面狠狠的塞屎吧。
[後半に日本語レビューあり] [h1]Rebuilding a Chinese Diner and Paying Off Debt with a Childhood Friend[/h1] A warmhearted management RPG about a protagonist who once helped at his parents' restaurant as a child. After their deaths and the decline of the family business, he drifts through a string of jobs until his childhood friend suddenly reappears. Together, they take on a debt of one million and set out to rebuild his family's Chinese diner. The gameplay loop follows the rhythm of a full working day, from preparation before opening through late-night service and cleanup after closing. Everything related to management is left to the player, including menu planning, setting prices from dirt-cheap to premium, renovating and expanding the interior, and deciding how employees are treated - whether to invest in thorough training or work them hard for low pay. Snappy minigames cover cooking, cleaning, checking bills, and dealing with unreasonable complaints, while gradually collecting new recipes creates an addictive sense of progression. If the restaurant runs a deficit for two consecutive months, it immediately goes bankrupt, giving even seemingly minor daily decisions real weight. Another appeal is the freedom to walk around the stone-built town and interact with a colorful cast, including the childhood friend, a strong-willed and mysterious girl, and an entertaining troublemaker, as old ties are gradually revealed. Talking with employees can also teach practical tidbits such as table turnover, judging ingredient freshness, and choosing the right kitchen knife, along with subjects as varied as karate, Bazi fortune-telling, and Zi Wei Dou Shu. This gives the experience more depth than a simple business-management guide. The warm hand-drawn visuals and lively town scenery also add pleasant texture to the everyday routine. Recipe acquisition is fairly restrained early on, so there are moments that reward a patient, long-term approach. Even so, the freedom of choice is broad: build wealth as a ruthless owner, earn trust as an honest proprietor, expand into a chain, pursue Michelin recognition, or even dabble in investments and gambling. That flexibility feeds directly into the variety of possible outcomes. It is a strong fit for players who want to enjoy both steady restaurant management and human drama. HHF-chan's comment: "Turning a debt-ridden diner into my own empire - or a total disaster - is dangerously addictive! The distinctive hand-drawn art is fantastic too!" [h1]幼馴染と借金完済を目指す、中華食堂経営劇[/h1] 幼い頃に両親の食堂を手伝っていた主人公が、両親の死と店の凋落を経て転々とした職を渡り歩いていたところ、突如現れた幼馴染とともに100万の借金を背負い、実家の中華食堂を立て直していく人情味豊かな経営RPGだ。 ゲームサイクルは、開店前の仕込みから深夜までの営業を経て閉店後の片付けに至るまで、一日の流れに沿って展開する。メニュー構成や激安から高級までの価格帯設定、内装の改装や増築、さらには従業員の待遇(手厚い研修を施すか、薄給で酷使するか)など、経営にまつわるあらゆる決定はプレイヤーに委ねられている。調理や掃除、伝票の確認、理不尽なクレームへの対応といった軽快なミニゲームをこなしながら、新たなレシピを少しずつ集めていく過程は中毒性が高い。二ヶ月連続で赤字を出せば即座に倒産という緊張感が、日々の何気ない判断ひとつひとつに意味がある。 石造りの町を自由に歩き回れる点も魅力で、幼馴染をはじめ、気の強い謎めいた少女や愉快な悪友など、個性豊かな面々との交流を通して過去の因縁が少しずつ明かされていく。従業員と会話すれば、テーブルの回転率の考え方や食材の鮮度の見極め方、包丁の使い分けといった実務的な豆知識に加え、空手や八字占い、紫微斗数まで学べる場面もあり、単なる経営指南に留まらない厚みを生んでいる。手描き調のあたたかいビジュアルと賑やかな街並みの描写も、日々の営みのアクセントになっている感がある。 序盤はレシピの入手率が控えめに設定されており、じっくり腰を据えて取り組む姿勢が求められる場面もある。とはいえ、非情な経営者として財を築くもよし、誠実な店主として信頼を積み上げるもよし、あるいはチェーン展開やミシュラン獲得、果ては投資や賭け事に手を出す道すらも用意されており、選択の自由度の高さが結末の多様さに直結している。地道な経営と人間ドラマを共に味わいたい層に、間違いなく適合するであろう一作だ。 HHFちゃんコメント: 「借金まみれの食堂を自分だけの帝国(or大惨事)に育てる過程が沼るほど楽しい!独特の手描き絵もサイコーだヨー!」 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
不值这个价码。除了画风好以外游戏性差,BUG多,主打剧情的游戏剧情缺偏少。 游戏只有一开始第一年算是丰富,后面剧情就很少了,只有路边的随机事件小任务。我甚至不知道从第二年下半段就再也不能去远足了是BUG还是剧情就那么多所以没有了。 经营部分也做得不好,甚至有些东西都废系统,比如那个和其他店家的良心和恶性竞争选项,就基本没什么用。 随机事件做的也挺烂的,而且很多地方都会白白浪费体力。 BUG,经常会出现背景错位 背景音乐停止这些,不影响游戏的。也会出现恶性的游戏直接卡死,比如 跳过按快了会出现无法继续回合的情况,触发连锁满天下结局以后会卡住,春节摸奖会出现摸完直接跳回开场什么都没有的情况 宝物什么都没画,要不是我获得了第二个同位置神器发现上面有切换的三角,我都不知道宝物原来在那里而且已经生效了。 UI的文本超框,这个和上面那些比都不算不什么了。 游戏并不值得这个价钱,同价位有更好的游戏,而且游戏底子这样,要改都无从下手了。不推荐尝试
除画风可爱外一切全否定: 1.剧情。剧情很多钩子太过明显了,属于用力过猛到无趣的程度。例如某些角色一出现就把“我不怀好意”或者“我隐瞒了我的过去”写在脸上,但所有人还是傻傻看不出来。部分文案很幼稚、尴尬,不符合能独立经营酒楼的人物形象。另外剧情还有非常严重的时间BUG情况,例如某年3月才会发生的事件但在1月探索某个地区时NPC的聊天中就已经发生了等等,非常影响代入感。 2.经营方面,虽然一开始说了很多高大上的理论,但并没有感受到游戏中真正使用到了这些。例如科普翻台率,但游戏中并不涉及翻台这一概念。 3.小游戏,小游戏,小游戏,作者能不能放弃那几个二选一三选一小游戏,选项和剧情基本没有逻辑关系,很多对话甚至无厘头。例如找物游戏和每次去探店都要被发现的快问快答环节,除了SL无法想出第二种一次通关的玩法(但SL又必成功因为完全没有随机要素),所以就有种游戏制作者在鼓励玩家SL的感觉。 4.文本量:文本量大是一个优点,但并不想玩个游戏还要接受从SWOT分析到番茄怎么去皮的全方位尴尬说教。许多对话完全对推进剧情和人物关系升级无意义只是在植入百度百科级别复述知识点,且对游戏没有实际意义。例如一些现实中的烹调技巧,但玩游戏的人并不是来学习做菜的。
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