‼️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.

가지 많은 나무 바람 잘 날 없다는 게 무슨 뜻인지 몸소 체감했습니다.
왜 산에 가서 혼자 사는 분이 있고 번뇌로 절간에 들어가 면벽 수양하는 분이 있으며
천애고도 섬에서 원주민처럼 사시는 분들이 있는지 공감가는 하루였습니다.
제가 오지랖이 있나 봅니다. 줄이거나 없애야 하는데 이놈의 성격이 문제네요.
에픽세븐도 해야하는데 이번에도 또 기사단에서 강퇴당할 거 같습니다.
세상은 넓고 mad는 많군요.
상식과 비상식이 공존하며 그것이 곧 평화와 전쟁이 공존하는 것처럼 보입니다.
내게는 상식인 게 누군가에게는 비상식일 수 있다는 것도 재미가 있습니다.
다음에는 힘센놈 하나 그리는 거로 소설 써보고 싶네요.
제목은 '파워 오브 저스티스'로 지어야겠습니다.
ㅋㅋㅋㅋㅋ

오뚝이가 대단


