
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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로드나인을 애정하는 사람으로써 요즘 구글 매출순위 보면서 가슴이 아프다.
쭉쭉 순위가 떨어지는게 보인다
회사도 돈을 벌어야겠지... 그래서 건의 하나 내본다
사람들은 게임 하면서 중요시 여기는게 다들 다르다.
하지만 자기 캐릭 이뻐지거나 개성있게 꾸미면 안좋아할사람들이 없다. 심지어 애정을 갖고 키울수도 있다.
요즘 겜 하다보면 아바타외형변경을 하루에도 몇번씩한다 마음에 안든다.
게임 오래오래하고 자기 캐릭에 정이 가려면 나같은 변태 룩딸러들은 내캐릭의 룩이 정말 중요하다.
그래서 생각해본게 회사는 매출올려 좋고 유저들은 만족할만한 건의 사항이다.
예를들어( 활 외형,색깔 / 머리띠,투구/ 망또등 개성있게 컨셉화 시켜서 하나씩 팔아봐라 / 게임 밸런스 망가지지 않는 선에서 능력치도 주고(공격력 20/ 공격속도 2%/ 방어력 20) 요정도로해서
아니면 컨셉으로 내서 세트로 팔아봐라 3만3천원 정도로 (예를들어 신라 화랑 / 장군컨셉 / 중세기사 / 핑크핑크 / 아 나이먹었나 창의성이 떨어진다 ... 하튼 요런식으로)
그 이유는 이전에 5만5천원에 팔았던 아바타 외형으로 예를 들겠다 그게 실패한 이유는 5만5천원의 가치가안되기 때문이다.
능력치도 안올라가고 외형만 바뀌는데 누가 5만5천원주고 그걸 사겠나
하지만 외형을 유저 자기 자신만의 취향으로 바꾸고 심지어 조금씩 이지만 능력치까지 준다면 거기다가 3만3천원이라면 말이 달라진다
안사고 못 베긴다.
5만5천원과 3만3천원의 과금의 정도 차이는 조금 인거 같지만 꽤 많이 난다.
중과금러나 과금러들은 상관없겠지만
가정이 있으며 자식도 있고 돈을 함부로 쓰면 등짝스메싱을 맞는 일반적인 가장이라면 더더욱이 그렇다.
로드나인 매출은 지금까지 아바타로 인한 매출이 대부분이고 그다음 패키지낸것들로 했을것이다.
여기서 문제는 핵과금, 중과금들은 그동안 패키지도 사고 아바타도 뽑아왔겠지만 소과금 과 무과금이 과금을 안해 그 갭이 있다는 것이다.
패키지 나 아바타 뽑기는 부담스럽거든..
이 게임이 오래가려면 소과금의 지갑도 더불어 무과금의 닫혓던 마음도 활짝 열어줄 무언가가 필요하다는 것이다.
분명 외형 이쁘게 내고 능력치를 조금씩이라도 올려주고 금액이 소과금도 할수 있는정도의 혜자라면
매출 꾸준히 뽑을수 있는 발판이 될거라고 본다 ...
그럼 뭐.. 유저도 좋고 회사도 좋고 윈윈 하는거지..
하튼 시간남아서 건의사항 적어본다.
모두들 건강하고 좋은 하루들 보내길 바란다.
글에 불만있거나 생각이 다르면 그냥 님들 생각이 옳다 사람생각은 다 다르니까
공격적이게 말하지마라 상처받고 밤에 이불 뒤집어 쓰고 운다.


ㅊㅊ

인게임에서 결제하면 구글에 반영 안됨 구글 순위 의미 없음

요즘누가 구글에서 결제를함???
구글매출그거 신경 안써도됨

그렇군...몰랐다..



