
Make history with manga! Turn your work into anime, drama, and even movies!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean, Thai
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
[h1]落後時代的設計和操作,模擬漫畫家[/h1] 經典的開羅式模擬遊戲。 算比較早期作品,在Steam上並沒有比較好的操作。不太建議入手。 一些操作和設定不太適合給現代玩家遊玩。 在模擬漫畫家的方向上也很侷限。 很像是不自動化的掛機遊戲。需要大量的重複性操作才能通關。 [h2]部分落後的點[/h2] - 只能每天進行規劃,無法進行更長線的日程安排。 - 大量重複操作(只能以日為單位操作,但要重複個幾年(n x 365)的份量才能通關) - 存稿沒什麼用,且繪製每篇漫畫消耗的知識儲備如果被打斷就會消失。 - 連載漫畫期間無法畫其他內容,如果後期速度很快或有助手,連載部分畫完後居然不能接著畫。或是畫自己的短篇稿件。 - 每周的連載稿件只能設定這周的風格,不能預先把之後的搭配先設定好。導致得大量做筆記,以防止忘記怎麼編排的回數。 - 如果正在進行其他工作中。接到連載或是被打斷。投入稿件的資源會被吃掉。 - 商店補貨的通知不太明顯。 - 存稿不能夠修改。 - 沒辦法進行很快地加速,遊戲本身很多硬拖時間的地方。 [h2]總結[/h2] 落後時代的設計和操作,模擬漫畫家。 幾年前在手機上玩過。UI/UX真的就是設計給幾年前手遊的體驗。 不太適合給電腦遊玩。 依舊是需要手寫記錄組合和數值或是查找攻略。 遊玩體驗重複性極高。且操作不算方便。 看在過去情懷和體驗上算獨特。 但不太推薦沒玩過開羅遊戲的現代玩家購買。 [quote] 我的鑑賞家頁面:[url=https://store.steampowered.com/curator/45018839-JingShing/] JingShing 鑑賞家頁面 [/url] [/quote]
Developed and published by Kairosoft Co., Ltd., The Manga Works is a management simulation game that explores the highly competitive and often unpredictable world of manga creation. Known for transforming unusual professions into entertaining simulation experiences, Kairosoft takes players on a journey from amateur artist to industry superstar. Through a combination of creative decision-making, career management, publisher relationships, and long-term planning, the game delivers a surprisingly deep look at what it takes to create a successful manga franchise and turn it into a multimedia empire. The game's core premise revolves around building a career as a manga artist. Players begin with modest resources, limited skills, and little recognition within the publishing industry. From these humble beginnings, they must gradually improve their abilities, develop compelling stories, and gain the attention of publishers. The progression from unknown creator to household name forms the backbone of the experience and provides a satisfying sense of accomplishment as every milestone is achieved. One of the most engaging aspects of The Manga Works is the creative process itself. Creating a manga involves selecting themes, settings, characters, and story concepts that will appeal to readers. Different combinations produce varying results, encouraging experimentation and strategic planning. Success is not guaranteed simply by choosing the most obvious options. Instead, players must carefully balance creativity with market demand, making every new project feel like a genuine gamble. This constant pursuit of the next hit series keeps the gameplay fresh and rewarding. The publisher system adds substantial depth to the simulation. Multiple publishers are available throughout the game, each catering to different audiences and offering unique opportunities. Building strong relationships with publishers opens the door to better contracts, larger readerships, and greater prestige. Players must consistently meet deadlines and maintain quality standards to keep these partnerships healthy. This aspect of the game effectively captures the pressure and expectations associated with working in a competitive creative industry. As players gain experience, they move beyond one-shot publications and begin producing serialized manga. This transition significantly expands the strategic complexity of the game. Maintaining reader interest over multiple chapters requires careful management of quality, pacing, and popularity. A series that starts strong can quickly lose momentum if neglected, while a well-managed title may continue attracting new fans for years. Watching a manga climb magazine rankings and become a long-running success story is one of the most satisfying experiences the game offers. Character growth plays an important role in long-term success. Artists can improve numerous skills through training and experience, gradually becoming more effective at producing higher-quality work. Deciding how to allocate resources and development opportunities becomes an important strategic consideration. Some players may focus on artistic talent, while others prioritize storytelling or efficiency. These choices influence the overall direction of a career and create meaningful differences between playthroughs. Financial management is another key component. Producing manga requires investment, and players must carefully balance income with expenses. Better equipment, training opportunities, and other improvements can significantly enhance performance, but reckless spending may create financial difficulties. This economic layer gives additional weight to decisions and ensures that success requires more than simply creating good stories. One of the game's most rewarding features is the ability to expand beyond the manga industry itself. Particularly successful series can receive adaptations into anime, television dramas, and films. These adaptations dramatically increase popularity and revenue while serving as major milestones in a creator's career. Watching a modest comic evolve into a major entertainment franchise creates a powerful sense of progression and perfectly captures the dream of achieving widespread creative success. Like many Kairosoft games, The Manga Works uses a deceptively simple visual style. The pixel-art graphics are colorful, charming, and immediately recognizable. Character sprites and interface elements communicate information effectively without unnecessary complexity. While the visuals are not technically advanced, they possess a timeless quality that complements the lighthearted tone of the game. The presentation successfully balances accessibility and personality, making it easy to become immersed in the experience. The gameplay loop is highly addictive because it constantly provides new goals. Whether attempting to create a bestseller, improve relationships with publishers, unlock additional opportunities, or secure prestigious adaptations, there is always another objective waiting on the horizon. This steady stream of rewards helps maintain engagement and encourages players to continue refining their strategies. Replay value is one of the game's strongest assets. Different creative combinations, publishing paths, career decisions, and development priorities ensure that multiple playthroughs remain enjoyable. Players can experiment with various genres and approaches to discover new ways of achieving success. The flexibility of the underlying systems helps prevent the experience from becoming stale too quickly. However, the game is not entirely without flaws. Some portions of the later stages can feel repetitive as players repeatedly pursue similar objectives while optimizing their careers. Certain progression goals require significant time investment, and some players may find the endgame more grind-heavy than the opening hours. Community discussions have occasionally highlighted this issue, particularly when pursuing the highest publisher ranks and completion objectives. Despite these minor shortcomings, The Manga Works remains an excellent simulation game because it captures the excitement and challenges of creative success in a highly entertaining format. The balance between artistic expression, business management, and strategic planning creates a gameplay experience that is both accessible and surprisingly deep. The Manga Works stands as one of Kairosoft's most distinctive and rewarding management simulations. Its unique premise, engaging progression systems, charming presentation, and satisfying career-building mechanics make it easy to lose countless hours pursuing the dream of becoming a legendary manga creator. For fans of tycoon games, creative industry simulations, or Kairosoft's signature style of design, it offers a memorable and highly enjoyable experience from beginning to end. Rating: 7/10
前期还算有意思,中期到后期开始就非常无聊了,就是在不断重复的做连载,而且给的钱跟卖的数量完全不是一个级别的,还卡死数值,数值不够就算每轮知识都比前一轮多而且还有特殊回也照样升不了排名,而且疑似不拿全出版社的奖就不给升级,不给解锁新内容,6级玩了两年还是6级,出了一大堆短篇,长期连载奖也拿了,就总评奖拿不了,结果就死活升不了级
玩起来很难受,但即使这样也是我的开罗系列入坑作TT,希望第六弹有温泉2or学院3
单调...枯燥,开了CE也是如此。 犹如踏上了漫画家的赤石之旅。 工作节奏那里,残酷的节奏9点到凌晨4点,普通的节奏9点到晚上11点,更令人发指的是舒畅的节奏是9点到下午6点。 原来我上班的时间就叫舒畅了,我怎么不觉得? 还好我没有画画的天赋...还好画漫画只是我少年时没有实现的梦想。 唯一的乐趣就在于给各种组合的漫画取一个雷霆名字。 比如,世界和平+现代,我取名DEATH NOTE。 顺带一提,销量最高的作品被我取名成《我的死对头才不可能这么可爱》类型是对手+公司,发行数量是,一个亿多。 嗯,其实我是准备提交DN的但是手抖点错了。 有点羞耻地想停止连载,结果编辑对我说“......什么?老师你在说什么啊?再好好考虑一下吧!” 嗯,没有办法,只有就这样有负担地走下去了。 建议买了开罗的各种捆绑包的先玩这个,先吃最难吃的石,后面就应该都是坦途了,大概。
小时候在手机上玩盗版 很喜欢这一作的,当时尤其喜欢前中期死线忙不过来的时候,觉得十分充实有成就感,但现在重温却觉得有些无聊枯燥了,可能是因为现在真的成了肝死线的牛马……
玩起来像自己在连载漫画一样,又累又无聊
這遊戲數值真的很複雜,剛玩可能會陷入不知道怎樣才能賺錢的窘境。 到很後期才終於理解,但實際也是有節奏問題。 我不曉得開發的人是不是用正常玩就能順利在這幾家出版社每次都只連載一次就能提升到下一家出版社? 剛開始的初次連載就給了太長的連載話數、整體成長曲線中間很多都在浪費玩家時間。 導致原本優秀的設計都無法讓玩家理解。 最不能忍受的問題:花了錢和體力取材後,隨機性過高,我要知識都給了我什麼垃圾? 其他小問題: 1. 這遊戲最有趣的應該就是自己選每一話的方向,然後能組成Combo, 但實際又因為知識量限制了選擇某些剛開始就能用的「平凡」、「序章」等就會人氣下降 。 2. 出版社主動要求短篇的時候,提供劣質的短篇,文字上都寫著好話,實際和出版社關係卻下降了, 不懂這為什麼不明白寫給玩家知道? 3. 前期的家具價格應下降,或是提供的屬性應提升。後期大概從植物開始才算合理。 4. 我第一次買家具的時候甚至家裡沒有放家具的格子,沒有家具格幹嘛賣家具? 5. 助手來應徵的時候我家甚至沒有助手位,也是讓人問號了很久。不過考慮到他們助手有很多奇怪的觸發條件,也許是不得已。 6. 主角的固定粉絲群數量實在太少,換了一家出版社就像人氣歸零一樣,讓人感覺很差。 7. 主角的姓和名到底怎麼回事,感覺像相反了,重要的場合都念反,最後破關創新角甚至只能改姓? 8. 連載中跑計畫一定要跑時鐘倒數動畫和一定要點確認,超級卡、浪費時間。 除了整個玩起來很不順以外, 整體的遊戲主題和遊戲性以及數值的各種設計還是挺棒的,因此推薦。 其實微調數值後就能讓大家玩得開心,卻懶得做,真的很可惜。
无聊
祝30周年
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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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