
This is a tragedy cause by illegal plant collecting. The main character, Leng Xiaobing, was a normal shop keeper form a grocery store, but ever things changed after she met a strange man…
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
随风飘荡的叶子,最终冻结在了寒冰之中
作者似乎是一位在车万百合向同人游戏圈子里小有名气的dalao,本着滋磁国产的态度入手了这款游戏 [spoiler]虽然我买的CDKEY[/spoiler],说说不推荐的原因 首先 [h1]游玩时的BUG [/h1] 1,在enter+alt界面进入全屏之后,如果再次返回桌面程序会大几率崩溃,也玩过很多rpgmaker制作的小作品了,第一次碰到此问题 2,游戏中只要是沙发背面朝下的,角色会100%穿过贴图,这感觉做的实在不认真了 3,全屏界面下无法解锁成就???←这个实在是太迷了,在错过大部分成就之后我只好一口气sam 最重要的[h1]剧本[/h1] 本来是设计了2h的游玩长度,但我硬生生的玩了三四次才过了一周目,结局一 感觉作者没分析过甚至可以说没有认真接触过剧情优秀的avg吧?[b]虽然是基本说清楚了故事,但是剧本毫无节奏可言[/b]—台本充斥着过多无意义的日常对话,让人完全失去了探索欲,可能作者是想要做出一种偏日常的氛围,但其实[u]在很多作品里烘托出这种氛围的更多是由靠声优优秀的配音,剧情背景,美术设计甚至是是玩家游玩时间上产生的代入感等多方面因素达成的[/u],[b]而本作声优配音是网上的素材还着重强调的是杀人者心中扭曲的情绪,剧情背景是杀了人后一个劲意识模糊的回忆,黑暗压抑的美术设计,2h的一周目时间←这根本日常不起来好吧??[/b] 在[b]角色设定上[/b],人设无论是配色还是服装都给人一种双子的poi,但是在游戏中这两个人的讲话语调仿佛就是一个人,根本没有角色个性 ,黑化的时候整体氛围也没跟上,在游玩到最后一章的时候只想快点结束然后卸载游戏。[b] 同时台本对话上[/b],从分手那段开始就给我一种看空间沙雕网友撩妹翻车截图的错觉,措辞上实在是过于直白,角色又没有个性 [h1]特别批评[/h1] 游戏解谜内容唐突1145141919801←大概是这串数字,在剧本热恋的阶段把风牛马不相及的inm要素加上,作者您在想什么??瞧不起游戏这个第九艺术吗? [h1]其实想夸夸音乐的[/h1] 一开始觉得作曲人还是挺有潜力的,但是看了作者最后的参与人员表上音乐似乎是从素材网上搞的= = 说到参与人员表,希望下回不是thanks for watching而是thank you for playing吧 [b]结语[/b]刚刚打完一周目来写评测,说实话我是崩溃的,这感觉像是被网友推荐了一部小成本作品说不错然后被按在影院两小时看了部可能编剧都不晓得自己在拍什么jb的三流电影,,,不过其实也不抱什么期待吧,其实无论cg还是关卡设计上还能吐槽不少,但,,算了
前面进展太快,有种直女互找G点的诡异 bgm催泪,游戏病娇无所谓,现实达咩
求HE!价格翻倍也可以!
The Frosty Leaves 寒叶下的薄冰 is a small-scale but emotionally ambitious narrative adventure that blends mystery, light puzzle-solving, and visual-novel storytelling into a reflective and often melancholic experience. Developed and published by 凝冰剑斩, the game places far greater emphasis on mood, memory, and emotional consequence than on mechanical complexity, positioning itself as a story-first title meant to be felt rather than mastered. From its opening moments, it establishes a quiet, somber tone that invites the player to slow down and pay attention to subtle details rather than rushing toward resolution. The story revolves around Leng Xiaobing, an ordinary grocery store worker whose life is thrown into turmoil after an encounter tied to a strange and illegal plant. What begins as a seemingly grounded incident gradually unfolds into a layered narrative that shifts between the present and fragmented memories of the past. The structure deliberately blurs timelines, using recollection as a storytelling device to reveal motivations, regrets, and emotional wounds piece by piece. Rather than offering a straightforward mystery to solve, the game asks players to interpret events through the lens of memory, where truth, guilt, and longing are often intertwined. Gameplay is divided into a clear rhythm that alternates between exploration-driven puzzle segments and text-heavy narrative sections. The puzzles themselves are generally accessible and grounded in environmental interaction rather than abstract logic. Their primary purpose is to support pacing, giving players moments of active engagement between emotionally dense story sequences. While these puzzles are rarely challenging in a traditional sense, they contribute to immersion by reinforcing the sense of moving through physical spaces that carry emotional weight. The absence of combat or complex systems reinforces the idea that this is a contemplative experience rather than a conventional RPG. Narrative choice plays a subtle but meaningful role. Throughout the game, players can collect hidden items and make decisions that influence how certain scenes unfold, eventually leading to one of two endings. These choices are not framed as obvious moral decisions, but rather as small actions and observations that reflect how closely the player engages with the story’s emotional undercurrents. This design encourages attentiveness and, for some, replaying the game to better understand how different interpretations of events can alter the outcome. The emotional core of The Frosty Leaves lies in its exploration of loss, memory, and strained relationships. Much of the story’s impact comes from its attempt to portray fragile emotional states rather than dramatic confrontations. Conversations often feel subdued, sometimes awkward, and occasionally abrupt, which can be interpreted in different ways. For some players, this rawness enhances authenticity, making the characters feel imperfect and human. For others, the dialogue can feel uneven or lacking in nuance, particularly when the game reaches for heavy emotional beats without fully developing them. This unevenness is one of the most common points of division among players. Visually, the game adopts a restrained, painterly style typical of RPGMaker projects, but it uses color and composition effectively to convey mood. Environments often feel cold, muted, and slightly distant, reinforcing the themes of emotional isolation and unresolved pasts. Character portraits are expressive enough to communicate mood without excessive detail, allowing players to project their own interpretations onto subtle expressions. The soundtrack complements this aesthetic with melancholic and atmospheric pieces that underscore scenes without overwhelming them, though occasional abrupt transitions can break immersion. One notable limitation is accessibility. The game was originally developed with Chinese language support and lacks an official English localization, which significantly narrows its potential audience. For players able to understand the language directly, the story’s emotional intent comes through more clearly. For others relying on translations, some nuance and subtlety may be lost, particularly in a game so heavily dependent on tone and wording. This language barrier has likely contributed to its relatively low profile outside its core audience. In terms of scope, The Frosty Leaves is unapologetically modest. It does not aim to deliver a sprawling narrative, deep mechanical systems, or polished cinematic presentation. Instead, it offers a compact experience focused on atmosphere and emotional resonance. This restraint can be seen as either a strength or a weakness depending on player expectations. Those looking for intricate gameplay or tightly structured storytelling may find it lacking, while players drawn to introspective, emotionally driven indie titles may appreciate its sincerity. Ultimately, The Frosty Leaves 寒叶下的薄冰 is a niche but heartfelt work that prioritizes emotional exploration over traditional gameplay satisfaction. Its strengths lie in its mood, themes, and willingness to dwell in uncomfortable emotional spaces, even when its execution is imperfect. For players who value story-driven experiences, reflective pacing, and narratives centered on memory and loss, it offers a quiet but memorable journey that lingers less through spectacle and more through feeling. Rating: 7/10
真是个胃疼的百合剧情,说实话,我觉得这剧情并不算狗血,反而有些反映现实,BGM塑造的氛围确实好,叶子,我们永远在一起吧
不建议有抑郁症或者比较焦虑的人玩,容易增加精神压力,使症状更加严重,已经准备开学去心理干预了。
剧情方面还是可以的,不过有不少可以挖掘的点,文本可能润色一下更好,总之价格是不亏的
叶子的性格实在是……唉……一言难尽
《人间失格》里有句话我很喜欢里面说:”他自人山人海中来,原来只为给我一场空欢喜,你来时携风带雨,我无处可避。你走时乱了四季,我久病难医。”
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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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