
What kind of place is a hospital?
I think a hospital is a 'place where life and death coexist.'
There may be exceptions, but childbirth, the beginning of life, can be said to be a hospital.
It is also a place of death, where you receive a death sentence from a doctor.
Medicine has saved people who would have died and made it possible for people who should have lived like cripples to live their daily lives.
It holds onto people who should die and allows them to postpone their last moments.
Therefore, even the name 'hospital' in a visual novel made me uneasy.
It's not that I haven't encountered works that end in tragedy, but it's just a story in my imagination.
Fear of death may be human nature.
But after starting the story, those worries disappeared.
I won't mention the specific ending, but the story unfolds in a bright atmosphere.
The occasional gag elements are a bonus that refreshes the atmosphere.
So far, I have reached the endings with Mina, Somi, and Susu. I plan to look at the remaining stories in the near future.
It's a good work in many ways.
(The following is about user experience and was written as of December 11, 2025)
The artistic quality is really good, but 'Hospital x Life' as software has some disappointing aspects.
The delay that occurs when saving the game is only slightly embarrassing.
The fact that the game often crashes is, well, fatal. There is an automatic save system, so I have never lost progress in the story, but I cannot deny that it breaks immersion.
In addition, I saw an error message unique to RenPy once, but I don't remember it well because I tried restarting the game without thinking much about it.
I heard that refactoring to Unity is in progress.
When that happens, I believe that many things will be improved and I will play it again.
Thank you for reading this long post.


‼️Main problems
① Excessive decrease in basic attack power and combat power reflection value
Attack power is significantly lower than other weapons, resulting in a significant loss in combat power calculation.
There are difficulties in entering some content with power limits, and hunting speed is very slow for both single and area skills.
Over-farming relying on shields is meaningless due to lack of spots in higher hunting grounds.
The motion of the buff skill is large and long, making it inefficient even in solo play.
---
② Lack of supporter role performance ability
Buff performance is significantly lacking compared to other roles (e.g. sword/shield), making the support position almost uncompetitive.
In wide-area engagements (melee), the skill application range is narrow and limited to 'party members including yourself', resulting in very low practical contribution.
Since application is not expanded to party/raid units, it is virtually impossible to perform a role in large-scale battles, and a complete review of the overall role design is required.
---
③ In-game weapon appearance not implemented
All weapons have different appearances for each grade, but gauntlets are displayed completely bare-handed except for the enhancement effect.
Even when equipping a mythic weapon, the appearance is not displayed, so the value of in-app purchases and equipment growth rewards are not visually felt at all.
The fact that grade-specific equipment images exist but are not applied in-game makes the game appear incomplete.
---
④ Monotony of skills and motions and inconsistency with job concept
Most skill motions consist of monotonous motions such as one-two and front kick repetition, which greatly reduces the sense of impact and fun.
Unlike the setting of 'master of bare-handed combat', there are unsightly skills that do not match the concept, such as throwing stones and rocks.
The probability of inflicting abnormal status is excessively low, so utility and control abilities are also below expectations.
Action unique to gauntlet weapons is needed, such as kicking, continuous hitting, and turning kick.
---
⑤ Fundamental limitations of overall weapon balance and mastery structure
The balance is not right in terms of attack, buff, motion, and utility, making it difficult to fully perform the identity of 'melee supporter'.
The mastery structure does not match the current meta, resulting in very low contribution in party play and large-scale battles.
Among users, weapon value evaluations are so poor that many say 'If a gauntlet comes out when acquiring a mythic weapon, they are very disappointed.'
Just for rerolling or less.
---
Improvements needed
1) Readjustment of overall attack power and basic performance
Increase the basic attack power correction and combat power reflection value to a reasonable level compared to other weapons.
Optimize the delay and overall motion delay of single and area skills.
2) Complete review of supporter role structure
Expand the buff/shield application range to party/raid units.
Expand the range and improve the judgment that can be used in wide-area engagement situations.
Increase abnormal status probability.
3) Apply weapon appearance in-game
Implement weapon appearances for each grade normally in-game.
Visually enhance the appearance effects of high-grade weapons such as mythic weapons to improve satisfaction with equipment growth.
4) Complete renewal of skills and motions
Add motions using actions unique to gauntlets (continuous hits, turning kicks, continuous strikes, etc.).
Redesign skills that do not match the concept (throwing stones, rocks, etc.).
Modernize the skill structure focusing on impact, speed, and linkage.
5) Improve mastery and utility structure
Reorganize mastery in a direction that increases contribution in party-centered play.
Introduce a variable utility structure that can properly utilize the characteristics of a melee supporter.
---
Conclusion
The current gauntlet weapon needs improvement in all areas, including attack power, support ability, appearance, motion, and mastery.
A fundamental redesign at the level of a reboot is needed, not just numerical adjustments.
Users see the gauntlet not just as a balance issue, but as an issue of weapon identity and completeness.
In order to maintain the game's job diversity and the fun of weapon selection, we request that this weapon be actively reviewed and improved.




I would crash out if my tier 2/3 decks weren’t enough. Getting x amount of copies of a certain card with a certain epiphany with the right cards in Lab 0 is.. Yeah, the world is free, but it’s not going to improve my odds lol. I’m accepting the fact that this is a marathon. I’m hoping things will get better next season.




I usually play the classic Tetris game when I lose my mind sometimes. It reminds me of my childhood after a long time, and it's possible to enjoy the game with less stress when I play this kind of game.




Let's play CF!




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Devs can't even give a simple explaination on how cards with fixed damage is calculated?
50%, 100%, 70% ... the f**k does it base from???



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Zeno
Ice Type, Mage
S1: Black Thorn
Attacks all enemies with thorns, with a 80% chance of bleeding the target for 3 turns. Damage dealt increases proportional to casters max health. If The Belly of the Beast is active has a 35% chance to attack again
Skill enhance: [Max = 100% of bleeding target]
1: +5% damage dealt
2: +5% effect chance
3: +5% effect chance
4: +10% damage dealt
5: +10% effect chance
6: +15% damage dealt
S2: Hunger [CD: 6 Turns] {Name change, was; Star’s Armor.}
If there are 8 bleeding effects on the field when hunger is off cooldown activates The Belly of the Beast before granting the Caster increased effectiveness for 3 turns and resetting skill cooldown. If hunger activates on the casters turn grants an extra turn.
Skill enhance: {Max = 6 bleeding effects needed and a 5 Turn cooldown.}
-1 Bleeding effect
-1 Skill Cooldown
-1 Bleeding effect
S3: Ancient Beast [Cd;4 Turns]
Summons an ancient beast to attack all enemies, with a 65% to silence for one turn, and inflict two bleeding effects for 4 turns. Damage dealt increases proportional to casters max health.+20% to hit Silence for one turn If The Belly of the Beast is active and if hitting +4 bleeding will grant caster Increase Speed for 1 turn. hitting +6 Bleeding will increase Speed of the caster for 2 turns and grant the caster +20 combat readiness but if hitting +8 Bleeding will increase Speed of caster and all allies for +2 turns before granting caster with +25 combat readiness and increasing how long The Belly of the Beast will last by 1 turn.
Skill enhance: [Max = 80% and Cd;3 Turns]
+5 damage dealt
+5 effect chance
-1 Skill Cooldown
+10 damage dealt
+10 effect chance
+15 damage dealt
The Belly of the beast (Undispellable) (Last 3 turns)
Changes the effects of all bleeding in play; damage dealt will now increase proportional to the target's lost health. If the caster dies when The Belly of the beast is activated, activates S3; Ancient Beast upon death. If Ancient Beast kills an enemy will revive the caster. This can only be used once per game.
You will Bleed {New} [Artifact] {Mage only} Name:
“Continue to squirm insects, I'll watch you slowly bleed so try and keep me entertained! I’ll feed
my beast with your blood!!!”
[Level 1]
Whenever an enemy takes damage from bleeding, increase the casters combat readiness by 4.0%. When a target develops Critical Bleeding, increase caster’s combat readiness by an additional 10% and recover 20% of all bleeding damage dealt.
[Max Level]
Whenever an enemy takes damage from bleeding, increase the casters combat readiness by 8.0%. When a target develops Critical Bleeding, increase caster’s combat readiness by an additional 20% and recover 20% of all bleeding damage dealt.
Exclusive Equipment; “Bait”
8%-18% Effectiveness
S1: “Black Thorns” (The Belly of the Beast) [If on will = 50% to attack again]
Increase chance to attack again when The Belly of the Beast is activated by +15%


Dude so complicate..
But i agree that zeno need rework.. my is one of my fav unit coz of how he look.. rare