
yeah




.




I'll quit before I even finish farming.
I know constant server transfers aren't possible due to technical limitations, so I won't ask for that.
But you can adjust the cycle, right?
Let's do it every 20 days.


I was a bit busy yesterday... I meant to get almost everything done...
In the end, I couldn't do it, so I'm back to Day 1! Sigh.


happyy



Go to purchase the game 《PakoStep》
https://store.onstove.com/ko/games/2796
Content Review
Q. Why did you use the expression 'The Direction of Hardcore Gameplay'?
It is because the level design was difficult.
I thought it would start easy and gradually get harder, but it felt like it started at the difficulty level the developer intended and ended up being quite challenging.
So, I felt that the game was crafted with a hardcore direction, which is why I chose this title.
Q. What was your first impression of this game?
I originally like games that require control, and platformers are one of the genres I enjoy playing.
I happened to find a well-made platformer, but after playing it, I felt it was harder than I expected.
Nevertheless, I was able to reach the ending while grasping the developer's intentions.
It was so difficult in the middle that I turned on beginner mode to play.
<I couldn't handle the hardcore nature and eventually had to turn on beginner mode...>
Q. Were there any disappointing aspects?
This part can be explained by the reason I turned on beginner mode.
- The reverse system made it difficult to adapt to the game.
I felt that the game included conflicting systems that made the controls feel unintuitive.
For example, in the case of the High Dash, you can jump higher if you jump after dashing downwards.
Paradoxically, this means you have to be holding the down button to jump over high sections.
<You have to press the down button + dash + jump key to perform a High Dash>
The downside of this system is that you have to press the control keys multiple times to change the direction you are going, which increases the difficulty of the controls.
In other words, if you press the dash key while holding the down key, launch up with a High Dash, and then press dash again, you are likely still holding the down key, which means you end up crashing downwards instead of jumping over.
It is a core system in the game, and I think the failure to properly consider the side issues is significant.
It would have been better if it were a structure that launched you when holding the dash, which is a shame.
- Level design that forces you away from core objects
When moving objects, it induced them to move in the exact opposite direction, increasing the distance.
You can understand it if you think of it as the law of action and reaction.
<The object is ejected in the opposite direction of where I want to move>
You have to perform inefficient actions to move objects to the desired location, and stress easily accumulates when you fail.
Demanding control is natural, but the controls didn't feel natural, and I felt the level design was lacking.
I think it could have been more fun if the structure was intentionally more comfortable and easier to play.
Q. Nevertheless, how would you like to introduce this game?
It is a game I would recommend to those who like pixel art or difficult games.
You can definitely feel the 'It's hard!' vibe, so I think it would be a fun game for those who overcome such pain(?).
This concludes the review of 《PakoStep》.
I will return with a good game in the next review.
Thank you!
▼Go to purchase the game 《PakoStep》▼
https://store.onstove.com/ko/games/2796


August 17th check-in~!!!
It feels like the heat is breaking since it's raining...
But it'll probably get hot again after the rain stops, right???

t

Check-in~!!!


Upvoted




예를 들면 이런 상황입니다.
친인 대가는 이미 앞 본장에서 대삼원 쯔모(백발 2개 후로하고 샤보대기에서 중 쯔모)로 2명에게서 16000점씩 빨아간 상태인데요,
상가가 토비되고 끝나는 이번 라스트 본장에서 대가는 자패 만수패 통수패만 버리고 1삭 후로, 그외에 삭수패는 하나도 버리지 않은 상황이니 보나마나 삭수 혼청일이죠.
실제로는 삭수 청일이고 하네만이 확정된 3689삭 4면대기. 아주 무시무시한 패네요.
그래서 대가가 삭수패 중 뭐가 대기인지 모르는 상황에 3삭을 버리고 8통 간짱 텐파이를 만드는 모험을 할 바에는 차라리 79통 간짱타쯔를 째면서 삭수쪽에 12345삭중 유효패가 붙어줄 일말의 가능성을 기대했는데요 (사실상 화료를 포기하면서 2등 지키기를 위한 수비에 가깝습니다)
상가는 저 패에서 굳이 3장 안커로 있던 9삭을 버려서 대가에 쏘이고 끝나게 됩니다.
수비로 1등 지키는 것은 물론 당연히 중요하고, 지금처럼 1등 가능성이 사실상 없는 대국에서 2등이라도 지키는 것 역시 중요하다고 생각합니다. 특히 친 하네만 -18000점 쏘이고 끝나는 것보다는 훨씬 나으니까요.
수비를 잘 해내면 다음 국, 정 안되더라도 다음 대국에 기회가 또 오게 됩니다.
직전 대국에 대삼원 쯔모 포함해서 남가를 토비시킨 대국자를 바로 다음 대국에 또 만났고 또 대면위치인데요,
이번엔 제가 1국부터 대놓고 삭수 혼일색으로 갔는데 3삭 간짱 만관 론 성공했습니다.
그리고 그 다음 2국은 147통 대기 핑후확정리치(근데 1통 일기통관은 상가가 대명깡해서 막힌 실질 47통 양면대기) 직후
대가의 4통으로 일발 배만 론 성공해서 1등을 굳혔습니다.
수비에 주력하다보면 공격기회가 올 때가 많습니다. 특히 뻔한 노림수에는 쏘이지 않는 것이 중요해요.

우와...어려워보여요 @_@

기본이 되는 운영법 좋은 글이네요. 여기엔 공략글이 별로 없으니 초보분들이 많이 보심 좋을 듯. 마작은 운빨ㅈ망ㄱ.. 이지만
확률을 올리는게 고수로 가는 지름길...


ㅇㅇ







수비가 조금씩 익숙해져도 한동안 못버린 버릇이 기회만 오면 리치를 해서 쏘인다는 ㅎㅎㅎ


리치가 공격력은 한층 높아지지만 수비를 할 수 없다는 단점이 있어서, 다마텐이 유리할 때가 많더군요. 저도 원래 다마율 2 정도로 낮은 유저였는데 지금 평균이 8까지 올랐어요