‼️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.



‼️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.



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




Is Keganse not coming to Tving...




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 :)


-


Please give us back the emoticons!!!


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).




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

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.

이 게시글 주관적으로 작성되었으며 이 게임에 대한 저옵는 아래와 같습니다.
| 게 임 이 름 | ORDER 13 |
| 게 임 가격 | 미정 |
| 게 임 다 운 | itch |
| 한 글 지 원 | 자체 지원 |
| 정 식 출 시 | 2025년 03월 10일 |
들어가기 앞서
오랜만에 데모버전을 재밌게 한 감고양이입니다. 이번에 소개할 데모게임은 'ORDER 13(오더 13)'이라고 하는 인디, 공포, 고양이 게임입니다. 이 게임을 알게 되고 플레이하게 된 계기는 itch.io에서 뭐 할만한 게임이 있나 찾아보던 도중 이 게임을 발견하였고, 도대체 무슨 게임이길래 고양이가 사람 팔 옆에 앉아있을까? 싶어서 다운로드하고 플레이하게 되었습니다.
그럼 본격적으로 제 생각을 말하기 앞서 이 게임의 플레이 영상과 트레일러 영상 먼저 보여드리도록 하겠습니다.
게임 트레일러

플레이 영상

리뷰
위에서도 말했지만 오랜만에 재밌게 한 게임이었습니다.

우선 이 게임의 스토리... 라기보단 컨셉은 이러했습니다. 플레이어는 외딴곳에 위치한 물류센터에서 혼자 살고 있으며 외로움을 달래기 위해 고양이 한 마리를 기르고 있습니다. 플레이어가 해야 할 것은 물건을 포장하고 보내는 것, 하지만 그 물건이 있는 창고에는 뭔가 심상치 않은 것들이...
정도가 이 게임의 컨셉이였습니다. 정식버전에선 어떻게 될지 모르겠지만 데모버전에선 스토리에 대한 언급이 존재하지 않고 그저 플레이어가 뭘 해야 하는지 정도만 벽면의 글로 적어놓아져있었습니다.

게임의 조작 방법은 간단했습니다. WASD로 이동, 좌측 쉬프트로 달리기, 좌측 컨트롤로 앉기, 마우스로 시점 조작, 상호작용 등 눌러야 하는 버튼의 수가 적기도 하고 키보드와 마우스를 사용하는 게임에도 자주 사용하는 배열을 갖고 있었기에 조작 방법이 간단했고 적응하기도 쉬웠습니다. 조작에서 오는 불편함은... 없었고요.(시야가 미끄러진다든지, 반응이 한 박자씩 느리다든지 같은 게 없었습니다.)
게임의 진행 방식도 간단했습니다. 고양이의 외로움 게이지가 끝나기 전에 그날 주어진 할당량(+α) 만큼 돈을 벌고, 그 돈으로 고양이의 외로움을 달래줄 음식이나 장난감, 그리고 생존에 도움이 되는 물건들을 구매하며 물건을 포장, 배송하면 되었으니까요.(하루가 지날 때마다 요구하는 할당량이 증가합니다.)

게임의 그래픽은 3D 그래픽으로 현실에 가까운 그림체를 갖고 있었으며 무서운 분위기와 어두운 분위기를 잘 표현해 내었다고 생각되었습니다. 물론 고양이도 잘 표현해냈고요.
사운드의 경우... BGM은 실질적으로 없었으며, 효과음의 경우 개수는 많지 않지만 있을 곳에 다 있어서 심심하거나 부족하다는 느낌이 없었습니다.

버그로 슈퍼 점프하는 장면, 저 상태론 못 내려와서 메인메뉴로 나가서 다시 시작해야 했습니다.
아직 데모라 그런지 버그가 존재하였습니다. 게임이 켜지는 동안 다른 행동을 하면 게임이 멈추는 버그, 괴물이 낌과 동시에 추적이 끊나지 않는 버그, 플레이어가 물건을 들고 바닥을 향해 바라본 뒤 던지기를 누르면 슈퍼점프를 하는 버그(이 게임에 점프 시스템은 존재하지 않습니다.) 등의 문제가 존재하였습니다.
아직 데모 버전이기에 잡담 느낌으로 어떤 게임인지 설명하자면... 재밌는 게임이었습니다. 요즘따라 최적화가 안되는 게임들이 많았는데(The cabin factory, nomanual 등) 최적화도 조작감이나 시야에서 오는 불편함 없이 공포 분위기를 잘 살려낸 그런 게임이었습니다.

특히 털ㅂ... 고양이의 역할도 어느 정도 있다고 생각되었습니다. 이 게임은 획득한 돈으로 플레이어를 강화하는 형식으로 되어있었고 후반으로 갈수록 난이도가 상승하는 형식으로 되어있었습니다. 만약 초반에 시간제한 없이 파밍을 하면, 후반부가 너무 쉬워지기에 어느 정도 시간제한을 걸어둘 필요가 있었는데, 시간을 자연스럽게 제한시키기 위해 '고양이가 외로워서 죽는다.'로 설정을 하여 자연스럽게 시간을 제한시켰습니다.
또한 시간이 지날수록 활동해야 하는 범위를 증가시킴으로서 공포 연출(괴물의 추격, 폴터가이스트 현상 등)을 더 많이 접할 수 있도록 만들고 중간중간 숨을 수 있는 곳을 배치하여 적당한 난이도를 유지하였습니다.(단순히 시간이 갈수록 어려운 게 아닌 적당한 수준에서 유지되는 형식)
물론 완벽한 것은 아니었습니다. 현재 데모 버전 기준 어떻게 죽던지 아무런 연출 없이 죽었다며 다시 시작을 할 것인지 주메뉴로 돌아갈 것인지 선택하는 것 밖에 없어 다소 아쉬웠습니다. 시간이 다 지나면 고양이가 괴물이 되어 플레이어를 쫓아오던지, 괴물이 플레이어를 죽일 때 잡아찢는다든지 바닥에 내리꽂는다든지라도 했으면 더욱 좋았을 거라 생각되었습니다.
마무리
마무리하겠습니다. 재밌는 게임이었습니다. 데모 버전과 정식 버전이 180도 달라지는 경우가 있어 나와봐야 알겠지만(nomanual...) 연출 특히 고양이와 플레이어가 죽는 연출을 강화하고 버그를 수정해서 출시한다면 매우 재밌는 게임이 될 거라 생각되었습니다.











