주먹왕살골
10/12/2025
10/12/2025 02:18 PM (+09:00)
161 °C

‼️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 restrictions, and the hunting speed is very slow for both single and area skills.

Overfarming relying on shields is meaningless due to the 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 ability to perform supporter role

Buff performance is significantly lacking compared to other roles (e.g., sword/shield), making the support position almost uncompetitive.

In area battles (melee), the skill application range is narrow and limited to 'party members including oneself', resulting in very low practical contribution.

Role performance is virtually impossible in large-scale battles because application is not extended to party/raid units, and a complete review of the overall role design is needed.

---

③ In-game weapon appearance not implemented

Appearance by grade is applied to all weapons, 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 charging and the reward for equipment growth are not visually felt at all.

The fact that equipment images by grade are not applied in the game makes the game look incomplete.

---

④ Monotony of skills/motions and inconsistency with job concept

Most skill motions consist of monotonous motions such as one-two punches and front kicks, greatly reducing the sense of impact and fun.

Unlike the setting of 'master of bare-handed combat', there are dirty skills that do not match the concept, such as throwing stones and rocks.

The probability of inflicting status ailments is too low, so utility and control abilities are also below expectations.

Action unique to gauntlet weapons such as kicks, consecutive hits, and turning kicks are needed.

---

⑤ Fundamental limitations of overall weapon balance and mastery structure

The balance is not right in terms of attack, buffs, motions, 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, the weapon value evaluation is so poor that there are many opinions that 'disappointment is great if a gauntlet comes out when acquiring a mythic weapon'.

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 area battle situations.

Increase status ailment probability.

3) Apply weapon appearance in-game

Implement weapon appearances by grade normally in the 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 (consecutive hits, turning kicks, consecutive 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 such as 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 problem, but as a problem of weapon identity and completeness.

In order to maintain the job diversity and weapon selection fun of the game, we request that this weapon be actively reviewed and improved.

S1720712766900911
7hr ago
11/12/2025 08:06 AM (+09:00)
ㅊㅊ
599076
21hr ago
10/12/2025 06:14 PM (+09:00)
HG
주먹왕살골
08/12/2025
09/12/2025 07:10 AM (+09:00)
222 °C

‼️Main Problems

① Excessive decrease in basic attack power and combat power reflection values

Attack power is significantly lower compared to other weapons, resulting in a significant loss in combat power calculation.

Difficulty entering some content with power limits, and hunting speed is very slow for both single and area skills.

Overfarming relying on shields is meaningless due to lack of spots in higher hunting grounds.

Buff skills have large and long motions, making them inefficient even in solo play.

---

② Lack of Supporter Role Performance

Buff performance is significantly lacking compared to other roles (e.g., Sword/Shield), making the support position almost uncompetitive.

Skill application range is narrow during wide-area engagements (brawls), and it is limited to 'party members including oneself,' resulting in very low practical contribution.

Role performance is virtually impossible in large-scale battles because application does not extend to party/raid units, and a complete review of the overall role design is needed.

---

③ In-game weapon appearance not implemented

Appearances are applied to all weapons by grade, but gauntlets are displayed only as bare hands except for the enhancement effect.

Even when equipping a Mythic weapon, the appearance is not displayed, so the value of charging and the reward for equipment growth are not visually felt at all.

The fact that grade-specific equipment images exist but are not applied in-game makes the game look less complete.

---

④ Monotony of skills/motions and inconsistency with job concept

Most skill motions consist of monotonous motions such as one-two punches and front kicks, greatly reducing the sense of impact and fun.

Unlike the setting of 'master of bare-handed combat,' there are unsightly skills that do not fit the concept, such as throwing stones and rocks.

The probability of inflicting status ailments is excessively low, so utility and control abilities are also below expectations.

Action unique to gauntlet weapons is needed, such as kicks, consecutive hits, and roundhouse kicks.

---

⑤ Fundamental limitations of overall weapon balance and mastery structure

The balance is not right in terms of attack, buffs, motions, and utility, making it difficult to fully perform the identity of 'melee supporter'.

The mastery structure does not fit the current meta, resulting in very low contribution in party play and large-scale battles.

Among users, the weapon value evaluation is so poor that many say, 'If a gauntlet comes out when acquiring a Mythic weapon, the disappointment is great.'

Just for rerolling or less.

---

Improvements needed

1) Readjustment of overall attack power and basic performance

Increase basic attack power correction and combat power reflection values to a reasonable level compared to other weapons.

Optimize the delay of single/area skills and the delay of the overall motion.

2) Complete review of supporter role structure

Expand the buff/shield application range to party/raid units.

Expand the range available in wide-area engagement situations and improve judgment.

Increase status ailment probability.

3) Apply weapon appearance in-game

Implement weapon appearances by grade normally in-game.

Enhance the visual effects of high-grade weapons such as Mythic to improve satisfaction with equipment growth.

4) Complete renewal of skills and motions

Add motions using actions unique to gauntlets (continuous hits, roundhouse kicks, consecutive 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 as not just 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.

599076
09/12/2025
09/12/2025 10:40 AM (+09:00)
H
STOVE169973117593510
09/12/2025
10/12/2025 08:49 AM (+09:00)
256 °C

Now they're even rejecting requests for inquiries from the game user association 

And they only do no-maintenance patches, and the events aren't flashy, so

Are they starting to get scared, asking if it's okay to spend money? ㅋㅋㅋㅋㅋ

Please, you guys take the hit ㅋㅋ Don't blow it up ㅋㅋ

S1761118116518011
10/12/2025
10/12/2025 12:06 PM (+09:00)
자기들끼리싸우네이젠   먼상황이냐?
미의꽃
10/12/2025
10/12/2025 11:32 AM (+09:00)
개소리야 병신련아. 페미 마냥 음흉하게 저격글 싸지 말고 댓글로 달아. 지잡 고졸새꺄.'개발사가 소통하는 꼬라지보니' -> '과금하기 싫다.' 가 글 요지인데 이게 어렵나?쫄리긴 하기 싫으면 걍 안 하는 거지.지혼자 뇌내망상 돌리고 가상의 적 만들어서 쉐도우 복싱하고 앉아 있네. 
뭉티기먹고싶다
09/12/2025
10/12/2025 07:54 AM (+09:00)
414 °C

Is Keganse not coming to Tving...

엄지에오
8hr ago
11/12/2025 07:10 AM (+09:00)
이거 존ㄴ잼ㅋ
김반토
21hr ago
10/12/2025 06:15 PM (+09:00)
ㅋㅋㅋㅋㅋㅋㅋㅋㅋ
Sendia
08/12/2025
08/12/2025 07:51 PM (+09:00)
1,236 °C

I received a super duplicate coupon for the 3rd place prize

It's my first time receiving one, and it's so sweet~

Thank you :)

xELSUPREMOx
19hr ago
10/12/2025 08:38 PM (+09:00)
213 °C

-

Chillaxmike
6hr ago
11/12/2025 09:05 AM (-NaN:NaN)
Press Like on a Lounge
브라키움
16hr ago
10/12/2025 11:18 PM (+09:00)
511 °C

Please give us back the emoticons!!!

감고양이
08/12/2025
08/12/2025 10:52 PM (+09:00)
749 °C

This post is written subjectively, and the information about this game is as follows.

G    A    M    E    N    A    M    EHayo and the EmporiumG    A    M    E    P    R    I    C    E11,000 wonG    A    M    E    D    O    W    NSTOVE Indie - Hayo and the Emporium | STOVE Store
Steam - K    O    R    E    A    N    S    U    P    P    O    R    TSelf-support [Korean Indie Game]

Before getting started

I'm a fat cat preparing for the full-fledged winter. (...I don't want to exercise, and winter food is delicious... Can I give up on bungeoppang and fish cake + fish cake soup at the food stall?) The game I'm going to introduce this time is an indie, deck-building, roguelike game called 'Hayo and the Emporium'. The reason I got to know and play this game is because of STOVE Indie's Wise Demo Life (currently Indie Boost Lab)I learned about this game there, and recently, this game appeared as a game recommended by AI on the main screen of STOVE Indie, and I was curious about how it would have changed from the demo version, and I was happy to see it after a long time, so I bought, downloaded, and played it.
Then, before I start talking about my thoughts in earnest, let me show you the gameplay video of this game first.

Gameplay video

Review

First of all, in the case of the game's story, it was right to call it a concept. 「While the owner goes on an adventure to find treasure, Hayo runs the general store instead of the owner.」 That was the whole story.
The game's controls were simple. You could do everything with just a mouse click.
The game's progression was also simple. You just had to pay the increasing store maintenance costs and hold out until the owner came back. (Excluding the Demon King mode, which is an infinite mode)
I thought the game's system was complex and well-made. I'll talk about it in detail in the pros and cons below, but I had to leave the game's progress to luck more than other roguelike games, but there was a taste of combining even in that situation.

The game's graphics were 2D graphics with an animation style, and apart from being cute, it had scenes that stimulated various imaginations? (If an empty bottle is placed next to an archer who is holding in urine, the empty bottle is filled with yellow liquid...)
In the case of sound, there was only one BGM and not many sound effects, but the sense of hitting (sound effects) was good, so I didn't feel bored.
Unfortunately, there were bugs. A total of 2 bugs were found while playing the game and writing the review, and the problem was that both of them were bugs that stopped the game from progressing or prevented the game from progressing normally. (Currently patched.)

Evaluation at the time of the demo version

Before dividing the game into pros and cons, let's talk a little bit, Honestly, I was more worried than 기대.
Based on the demo version, the drawing style is cute and there are scenes that stimulate various imaginations, but that was not the main (main content) of the game, and above all, unlike other deck-building likes, almost I had to rely on luck for everything, so there was almost no taste to it.
So I played the game with more worries than expectations about how it would be released, but until the beginning, it felt similar to the demo version, but At some point, I was playing the game like an old man spinning a slot machine in an arcade.
-Pros-

First activation performance of the Starlight Royal Family set effect

1. Fun of combining
-There was the fun of combining, which is the biggest fun of roguelike.
-As the maintenance cost required increases towards the end, it is true that good items appear towards the end, but that does not mean that the items you get in the beginning are weak or relatively bad.
-For example, there is a character called 'Eri', who basically destroys lower-level scrolls (10 gold when destroyed) that appear randomly in the selection with a 30% probability, but here, through the wizard's hat, wizard's tears, and wizard's teddy bear, you can stably acquire scrolls without having to choose a selection and destroy 20 each with a 60% probability. (Of course, you can mix other items here.)
-What's important here is that the activation condition of the card is in the form of a simple 'destruction' rather than a fixed condition such as 'destruction to Eri', so the deck could be combined flexibly. (Except for certain sets)

2. Fun to see and hear (sound, graphic performance)
-It was an advantage related to advantage 1.
-At first, I honestly didn't think it was an advantage. There are cute drawings and animations that stimulate various imaginations, but you get tired of it after one or two times, and there was only one BGM in the first place.
-However, it became an advantage in a different way as I started to combine in earnest and put a speed on the game.
-Items quickly appeared as if they were falling from above, and at the same time as a strong hitting sound, the screen shook and each item showed its own unique effect, making me feel like I was hitting a jackpot on a slot machine, and it made my dopamine explode, so it changed from just so-so to an advantage.

-Cons-

1. Difficulty of settling
-It took some time to really feel the fun, and the process was a bit unpleasant.
-It wasn't that all items were unlocked from the beginning, but that items that appeared by playing the game and achieving achievements were unlocked, but up to this point, it was the same as other games, but the problem was that this game was more affected by luck than other deck-building roguelikes.
-I had a lack of understanding of the game, and in a situation where I didn't have enough items to complete the deck, I had to proceed with the game with just luck, and I had to die several times in the process, and of course, watching that process wasn't very pleasant.
-So I think I didn't find it fun in the demo version.

Finishing

I'll finish. It was a fun game with the fun of combining and the fun of seeing and hearing.
However, since it depends more on luck than other games, the process of going to the stage of feeling fun felt a bit unreasonable.
-Additional-
1. I recommend playing the game at 3x speed. There are no particular disadvantages (time limit, etc.), and it maximized the moment when dopamine explodes.

2. In the beginning of the game, it is difficult to feel the fun of this game, and in the section where you feel the irrationality that varies depending on luck, there was a lack of things to feel fun, so I wish there were more performances (animation according to the set). 

1 / 10
이콘클
6hr ago
11/12/2025 09:31 AM (-NaN:NaN)
Nice!
한성검
21hr ago
10/12/2025 06:48 PM (+09:00)
Nice!
HARRING
09/12/2025
09/12/2025 08:55 PM (+09:00)
921 °C

I heard that NASA researchers reconstructed the photo with lunar surface data, but the skin condition is a mess, lol.

피곤한삶
08/12/2025
09/12/2025 03:34 AM (+09:00)
637 °C

12-01   -3300

12-02   11600

12-03   53700

12-04   -13100

12-05   -6400

12-06     500

12-07    4800

12-08    4100

12-09   47700

Phew... I couldn't sleep, so I spun it and it turned out well.

S1730950187539012
09/11/2024
10/11/2024 08:51 AM (+09:00)
406 °C
2013년 엘레쥬를 플레이했던 초딩은 커서 노가다꾼이 되었습니다



 

옛날 옛적 먼 ㅂㅂㅂ 시절의 엘레쥬 그래픽을 아십니까?

 제게 남아있는 스틸컷과 이전 다른 분께 업로드만 따로 부탁드렸던 공략이 있더군요. 이걸 어떻게 인증해야할 지는 모르겠지만... 링크 업로드가 문제가 된다면 원본으로 올리겠습니다. (에리카 언니가 사랑해!)





그래서 둘 다 리뷰 하는 겸 들고 왔습니다 리뷰 시작해보겠습니다




흠 일단 리마스터 하면서 가장 행복감을 느낀 건 골드로 보석을 살 수 있다는 점이었습니다...

캐시를 이미 질러서? 안 질러도 된다??

의뢰 노가다만 하면?? 열쇠 날려먹어도 보석을 살 수가 있다???

심지어!!! 성공률도 나쁘지 않다??? 

아 대실패하는 대사는 여전히 킹받더라고요 날려먹은 건지 띵가먹은 건지 엘레쥬야 제발


물론 그때의 그 느낌과는 상당히 다른... 엘레쥬와 아기자기한 나잇대의 소년소녀들을 보고 있자니 내가 나이를 먹긴 했구나 싶기는 하더군요... 그리고 동복을 입은 엘레쥬 허리가 한줌인 것도 놀랐습니다. 아니 이런 애가 어디서 괴력이 나오는 거야?



그래도 놀랐던 건 일단 애들이 움직이는 모션이 있다는 점이었고! 화질이!!! 좋아!!!! 진짜 너무 충격적이었던건 그 시절 오르막길은 계단형식 그래픽이었는데 이게??? 매끈하게 올라가지더라고요 와 대박!!!


그리고 옵션에서 배경도 선택이 가능하다는 점이 최고입니다 물론 아기시절 문화상품권을 모아 캐시를 지르던 소녀는 스포라고 할 것도 없었지만? 일단 애들 얼굴 감상은 버디들 다 모으고 선택하시는 걸 추천합니다 얼굴도 스포가 가능하더라고요?



사실 하루 꼬박 투자하면... 엔딩보는 것도 가능하겠다 싶어서 그건 조금 아쉽긴 했습니다, 난이도가 확 줄었단 걸 체감한 건 하루만에 루드비히군 3번째 데이트를 했을 때 였는데... 아 근데 차라리  이게 나은 것 같기는 합니다 옛날에 너무 극악이었어서... 아마 사랑의 주사위 굴리는 포춘텔러를 없애고 난이도를 조정한 것 같은데 맞을 지 모르겠네요! 


아무튼, 추억의 게임을 이만치 살려냈다는 걸로도 꽤 점수 높이 줄 수 있습니다. 어레인지 버전 비지엠도 신기했고... (물론 적응 안되길래 냅다 원래 걸로 바꿨지만) 스토리는 아무래도 원작이 급하게 완결을 냈다보니... 보완이 힘드셔서 그냥 그대로 내기를 택한 것 같아 아쉽긴 했습니다. 그래도 나온 게 어딘가 싶고... 나중에 여력이 나시면 꼭! 업데이트 생각도 해주시면...ㅎㅎㅎ 너무 좋습니다 엘레쥬 게임 복원도 이전 유저들 사이에서 알음알음 개인적인 복원 정도나 가능하겠다 하고 있었기에 사실 이정도 퀄리티일 줄 몰랐습니다... 게임팀 분들 고생하셨겠다 싶었네요...


현재 일단 3일 째 하고 있는 것 같은데 (이거 시간을 어떻게 보는 지를 몰라서) 일단 2시간은 진작 넘긴 것 같고! 리뷰 마지막 날인걸 방금 확인하고 리뷰 써봅니다. 지금 확인해보니 13시간 째 하고 있네요 이게 사람의 자식인가?


아무튼 여러분 루드비히 많이 사랑해주세요, 요새 성향으로는 인프피 같은 모지리왕자님이구요 귀엽습니다 좀 바보같고 제가 챙겨줘야할 것 같은 아이지만 착해요... 정말이에요...




 그리고 이건 팁이라고 하기는 뭐한데, 확실히 행운 수치가 성공 여부에 많은 영향을 끼치는 건 변함 없는 것 같습니다. 

레벨 올릴 때마다 가능한 행운 수치 많이 올려주는 풀셋으로 입히고 다니는데 그래도 덜 부숴먹는 것 같아요, 체감상! 


그리고 그래픽이 좋다보니 걸리기만 하면 기어올라가서 보석함 털 수 있는 것도 잊지 마시길. 


또... 뭐더라, 인챈트는 굳이 하지마세요, 드는 보석에 비해 효율이 떨어져요...




* 이건 플레이하면서 든 의문인데 

1. 신비의 약초를 따로 살려둔 이유가 있을까요? 제 기억이 맞다면 이전 ㅂㅂㅂ 시절에 감기약 만들기 이벤트... 조합 용도였던 거 같은데 왜 있는지 사실 모르겠습니다, 혹시 이벤트를 살리실 예정이라면야 완전 좋습니다.

2. 버디들 해고 시 말투가 이전에는 이런 느낌이 아니었던 걸로 아는데 뭔가... 고치면서 오히려 퀄리티가 떨어진 느낌이 있긴 합니다. 이건 수정하면 좋겠다 싶어요, 각 버디들에 맞게가 가능하다면 가장 좋겠습니다! (단적으로 다들 존대를 하는데 - 벨 제외 - 반말이 나오는 게 상당히 낯설어서...)



다들 즐거운 엘레쥬 하시길 바랍니다, 감사합니다!







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Chim
10/11/2024
10/11/2024 01:43 PM (+09:00)


촉촉한감자칩
10/11/2024
10/11/2024 11:12 AM (+09:00)

모든 분들이 노가다를 말씀하시는 게임이라니 ㅋㅋㅋㅋ

덤비면문다고
10/11/2024
10/11/2024 10:06 AM (+09:00)