
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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Novena Diabolos 4th Anniversary Animation! <Novena Mini Theater> The final episode!
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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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리뷰를 보고 플레이하실 분들을 위해 짤막한 팁 몇 가지
-사이드 퀘스트는 다 하셔야 됩니다(카라반 업글때문에 반강제)
-웬만하면 필드를 탐색하는건 5장 이후에 하세요. 도르래가 있어야 갈 수 있는 곳이 많아요.
============================
스팀이던 스토브던 평가를 할때마다 항상 중간이 없는게 참 아쉽습니다.
좋지도 나쁘지도 않은 게임을 할 때마다 매번 고민되거든요.
도전과제까지 모두 클리어하고 생각해본 결과 딱히 추천하고 싶지는 않은 게임이에요.
그다지 특별하지 않은 그래픽과 스토리까지는 취향의 영역으로 넘어갈 수 있는데
이 게임의 제목이 '카라반' 샌드위치임에도 불구하고 카라반을 타는 부분이 가장 짜증났거든요.
그리 넓지 않은 오픈월드임에도 불구하고 느릿느릿한 속도에 뭔놈의 장애물은 그렇게 많고 고작 버섯에 부딪혔다고 차가 멈추는가 하면, 끼었을 때는 주변이 아니라 다시 마을에서 시작해야하는 영문 모를 리스폰 시스템.
미니맵은 플레이어 위치만 너무 크게 잡아놔서 제대로 된 길을 보려면 무조건 확대를 해야하고 맵에 선이 나와서 목적지까지 안내하는 시스템이 존재함에도 불구하고 지도에 마킹해놔도 스토리랑 서브퀘 밀 때 외에는 지원해주지 않아서 결국 계속 지도 확대해가면서 찾아가야 되고요.
빠른 이동은 중후반부터 풀리는데 그마저도 내가 어디로 가는지도 알 수없을 정도로 불편합니다.
카라반 장비해금도 너무 늦어요.
필드에 폐지를 잔뜩 뿌려놔서 초반부터 눈 앞에 부품이 있는데 카라반 장비가 없으면 못 먹는 템, 못 가는 장소가 너무 많아요.
그리고 가장 중요한 부분인데, 달리기(카라반 탑승시 부스트도 동일) 키 토글 설정은 대체 왜 없는거에요?
이 게임에서 대부분은 퍼즐을 풀기 위한 파쿠르였는데 달리기키를 계속 누르고 있어야 한다는건 누구 머리에서 나온 생각인지 모르겠습니다.
패드로 했는데 손가락 아파 죽는줄 알았어요.
이 게임을 한 걸 후회한다거나 시간을 버렸다고 생각하지는 않습니다.
하지만 딱히 즐겁지는 않았고, 남한테 추천할만한 정도의 게임은 아니라고 생각해요.