
My main character has 84 lvl and has been banned
I'm farming from my mobile and got banned
How to report to take back
Im not use any software
Im from server D1 - main char lvl 84




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 StoreBefore 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).


GOOD OPPORTUNITY COMES TO GOOD PEOPLE!!!



‼️Main problems
① Excessive decrease in basic attack power and combat power reflection
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 wide-area skills.
Even over-farming 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 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 (melee), and it is limited to 'party members including yourself', 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 necessary.
---
③ In-game weapon appearance not implemented
Appearance by grade is applied to all weapons, 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 equipment growth rewards 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 Monotonous skills/motions and inconsistency with job concept
Most skill motions consist of monotonous motions such as one-two/front kick repetition, which greatly reduces the sense of hitting 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 such as kicking, continuous hitting, and turning kick is necessary.
---
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 'close-range 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 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 to a reasonable level compared to other weapons.
Optimize the delay and overall motion delay of single and wide-area skills.
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 abnormal status probability.
3) In-game application of weapon appearance
Implement weapon appearances by grade normally in the game.
Visually enhance the appearance effects of mythic and other high-grade weapons to improve satisfaction with equipment growth.
4) Complete renewal of skills/motions
Add motions utilizing 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 hitting feel, speed, and linkage.
5) Improvement of mastery/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 close-range 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, not just simple numerical adjustments, is necessary.
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.




Game enthusiast authentication
Let's analyze the internal problems of the game this time
First of all
Is the game being properly reviewed and fixed?... Battle information messed up <--- Did all the people who knew how to use the Unity engine leave? It happens occasionally these days even when I don't revert
Also, whether it's because of the Great Rift Tuka Mira, there's a terrible lag and the battery drains like crazy. Seems like the optimization is messed up?
That's why doing the Great Rift Tuka Mira takes quite a bit of time.
Second
What about the back-row healers and front-row tanks in this Great Rift if you only focus on quick DPS? Let's give them ~~archetype scores! The monster that came out of that is obsession.
If you get that and succeed in getting the mythic trinket given by the octopus that copies the desired flash of inspiration 3 times? You are now a winner in the top 100!
No, what if you make it so that you give more points to the healer and tank! You have to do a time attack, but... what about them? Ah, let's add a healer and tank archetype!
~~Archetype score <--- If you can't control the variables, just remove it
The problem arises because you have no intention of changing the structural problem...
Don't you think the problem is the time attack?
And third
Any content that is even slightly hardcore requires tryharding and retries
You can spend 8 hours and not get a single proper deck, and you can get angry and your head can get hot.
The deck power varies greatly depending on the duplication in the game.
It's an element that makes you feel empty no matter how much money you spend
People keep talking about treating paying users better
In my opinion, this game is definitely not a game that respects paying users lol It's a game for time billionaires
Otherwise, there's no way they would make something like this. The resources you get from doing content that takes tens of minutes per run... um....
The time billionaires will continue to dominate the rankings in the future
I guess they were thinking of inducing spending by promoting competitive content, but didn't they know that the power of this game is more about how well you carve out your deck?
A time billionaire with a base character will be stronger than a working person with 6 dupes in this kind of situation
You'll be screwed if you can't do that retry before you even spend money
The dedicated fans who don't care about the game's quality are already gone because you crushed and killed them while ruining the characters. You said you're only going to look at the game's quality
To use a slightly sophisticated term, you're emphasizing Eros and ruining the narrative, which is one of the drawbacks of moe-style games that Koga used to criticize.
It's funny that he's making a game where there's nothing left in the character except Eros
Getting back to the point, my assessment is that the content manager either exists or has already quit, but they're doing a terrible job
If they really had any intention of treating paying users well, they wouldn't have let them get beaten by time billionaires
There's a reason why recent games include skip and sweep functions and ease up on time-related aspects.
At least make it so you can sweep the simulation if you've cleared it
They said they'll change it to clearing it once with multipliers, but isn't that lame?
What's with the enemy HP of 1 in the third normal battle on the left selection in Chaos Kirken?
Fourth
Content-related fun
I heard on the live stream that they're developing something with content-related elements, is this it? The one that's coming out on 1/14
As I said before, the value of duplication is so great in the current game that you just cut off all the cards that can be copied and starve the neutrals while increasing the probability of copying what you want, so every run is just doing the same thing over and over again, and the game, which is supposed to be fun, becomes a stress generator.
It doesn't matter if you don't have to do this, but you have to do it lol
If you look at other games with roguelike elements, you're just disappointed when a bad event comes out, but from the beginning, the purpose is not to enjoy this run, but to suffer extreme pain like Maple's meso farming
Other roguelike games may have some unfairness or you may die, but most of them don't force you to do things that cause stress and are just content that you can enjoy.
I think the problem is this system where you have to create a super high-scoring deck that requires NN hours of retries in competitive content, and I think this Great Rift has actually made the problem bigger by making it more visible and lowering the status of paying users.
The Great Rift is a strange combination of thinking about how to treat neglected classes and new characters, then ~~ranking them by archetype score + systemically incompatible competition + requiring a lot of retries to build a deck.
I recently complained about the balance issue, and it's amazing that they released a competition.
The biggest balance issue is competitive content, so what kind of gait is it to release a competition when the balance is at its worst?
Competitive content = the best way to check balance issues and the best way to show users and others how bad our balance is
In fact, these kinds of issues may be common growing pains for otaku games if you think about similar games in the early days of Blue Archive, but they're games that play with character appeal + secondary creations rather than game quality, and you guys are releasing a downgraded otaku skin game of Slay the Spire, saying you're going to compete on game quality
Is the game quality good enough for a small and medium-sized otaku game?
What do you want to do? Do one thing well
What's left if you take away the game quality?
The dedicated fans are already extinct
It's not a loop, it's not horror, it's not dark fantasy, it's not an otaku game, it's not a story game, and they're even denying that it's a game.
Oh, and if a deck-building PVP comes out in Kazena? That will also be dominated by time billionaires lol




Please return the cute emoticons that were in Mahjong Ichibangai...!!


Hello, STOVE members! This is Oh Hyun-jin from Mojo Games.
All Beaverax events over the past 3 days have ended.
Offline booths are always difficult, but a valuable experience!
Haha, thank you to everyone who visited and cheered us on!


First of all, I need to clarify, this post by no means to offend anyone but just stating what been around lately and on the scene situation.
1: Cheating:
People just casually using cheat speed to grind and using 3rd party program. Yes, developer already says they're fixing it by banning and whatnot. But, let's be real, the damage already been done and there's no way to cover it totally. People are doing it blatantly and post it everywhere to promote such behavior. Boosting, selling account, etc2, we all know whose people usually are doing such a things. Not just this game, but other game as well, they're notorious and infamous for this kind of behavior. And they're good at it, I don't think this game team can track and fix them all. Things happen just like before, regarding the infinite anchor/reward exploit
2nd: Balance
There's nothing to said anymore about balance, people already knew, how busted this game is regarding certain character. The unlimited cycle of dps. This game didn't rely on skills, creativity and variety of character anymore. But merely on luck (deck building) and cheese (obviously OP character). Easy thing to fix this, is to put a max cap of shuffle deck so that the unlimited damage can be avoided. But I doubt they will implement it.
3: Error/Communication
Recently, just loading into the game is pain in the @rse, connecting this, connecting that. Run suddenly get error and force closed. Unknown errors. Like, that's really FUN game experience right guys?
4: Waste of time
Seriously, did it take 1000 years to implement the "sweep" at simulation? Like bro, not everyone got 10hours+ free time. I understand if you want to reward people who grind. But, the daily energy spend? Come on man. It take simple common sense to implement the sweep for daily energy.
5: Exploit and Manipulate of Save Data
I'm honestly surprised and amazed how humanity can always find such a loophole and exploit in the rules of certain aspects. I'm sure it's not the intended features for people to just remove every card on the combatant using many underhand tactics. But this particular point, I personally find it amazing such tactics exist. Those who know, knows. I'm wonder how many "failed" run when Developer gives us the overall stats of the game, just like the 1 Month Report stats.
What I'm more IMPRESSED and SURPRISED how most of this is obvious and known to the Developer team, but yeah, let's just let it happened, anyway, right guys? I don't think the Developer is interested in fixing the game balance nor want to make it easier and faster for player, or maybe right now they got too much on their plate? I guess,.we will get the fix after every next event batch, I guess? Then more bug and error happened when new event batch released, then the cycle continues~
The new things like Unigram, get frozen and stopped just like that without any more content. I feels like they're release new features just for the sake of it. I feels like it didn't even finish tbh.
I don't know how to put it, but right now, the states of the game feels like in Chaos, don't tell me, the Game tittle is this all along? 🫣
Chaos Zero Nightmare, more like, Chaos In-game Nightmare
Yes, I'm ranting lol 😂, it's hella frustrating recently to play this game, especially when I'm exposed to many outside information, then when I fact checked it, turn out mostly it's true. Dang, this game is cooked. 🫡




Morning Luck!


Spring will come after waiting...!!


cc


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