Today it's 12 thousand!
cc
There have been a lot of complaints about the flake draw this time, but since I still have over a million flakes, I have some room to spare, so I'm just going with 1000 flakes.
I pulled for two days and surprisingly, I didn't lose any money.
100 - 29
1,000 - 21
3,000 - 5
5,000 - 5
So, the total is 63900 flakes, so there is almost no profit.
If you play mahjong, store attendance, and dinosaurs consistently every day, you should be able to last quite a while, right?
Why?
13 Is it a phobia?
As for the 2nd season of Honor Ambition, I will pass since I used coupons without considering third parties after being selected for the 1st season, so the actual payment amount will be almost the same.
As of May 14th, the existing Flake draw has been revamped.
What many people were expecting was that the 30-time application period was too long.
This part has been revamped so that it can be pulled out again right away without animation.
There is a lot of controversy about this draw today, so I'd like to try to organize it.
Is it always a loss to draw 1,000?
First of all, I think we should check the list of winning items that has been revised this time.
1) <10 Flakes> will not appear in the 1,000 Flakes draw.
2) Prizes other than flakes can only be obtained by entering 1,000 flakes. (Naver Points ~ 1,000 won discount coupon)
Damage or not?
When drawing 100 flakes
Use flakes
100 x 30 = 3,000 flakes
lowest profit flake
10 x 30 = 300 flakes
In other words, if 100 flakes come out about 10 times while drawing 30 times, you can prevent minimal losses if 1,000 flakes come out only about 2 times.
Of course, if 3,000 flakes come out at once, the rest of the draws are a plus.
When drawing 1,000 flakes
Use flakes
1,000 x 30 = 30,000 flakes
lowest profit flake
100 x 30 = 3,000 flakes
In other words, if you draw 30 times, you should get 1,000 flakes about 10 times, and you should get 10,000 or 5,000 flakes at least 1 or 2 times to be able to tolerate the loss.
As many people in the community have said, it seems like it is a loss because the odds of winning a high-value flake are not much higher than winning a 100-flake draw, except for the prizes that come out of the 1,000-flake draw.
So there's no reason to do 1,000 flakes?
Although flake picking is fun, the flakes themselves are used as in-game currency.
You can exchange games or even exchange points at a 25:1 ratio.
You can also participate in events.
If your goal is to call flakes, it seems like a good idea to invest in a 100 flake draw like before.
(If the winning probability of each flake is the same as before after the reorganization.)
But if you think of it as an event entry, I think getting 1,000 flakes is a good idea.
When we put in 500 flakes, our entire flake fortune, we enter with the hope of winning a small prize.
I think it would be good to play the 1,000 Flakes draw as if you were buying an instant lottery ticket with the hope that you might win a real prize.
You're asking if it's really possible to win...
I heard there was a winner of Vera yesterday too.
It was a while ago, but I have won chicken once and coffee twice.
Personal Conclusion
In the early days of flake drawing, it was difficult to get flakes like it is now.
<Outer Play 10,000 Won> coupon that keeps appearing, but can only be used once
A 1,000 won discount coupon that can be collected up to 200 times.
At that time, the only places where flakes could be used were in draws and occasional events.
However, the method has changed to one where many Flakes are given out as prizes for each event, and Flakes can be exchanged for games and used to participate in various events.
It seems like Flakes have become the third currency after <Cash> and <Points>.
So it seems natural to consider whether there is a loss in earning flakes.
So if you want to collect flakes little by little like before, participate with 100 flakes.
If you would like to participate and win prizes occasionally, it would be a good idea to participate in 1,000 Flakes.
Of course, in the past, you could sometimes win real prizes by entering 100 flakes...
Well, now that only the first 1,000 Flakes applicants will be able to win, wouldn't the 1,000 Flakes applicants have a higher chance of winning?
There has been a lot of controversy about the flake draw this time, so I wrote down my personal thoughts.
From the stove's perspective, we've maintained the existing 100 flake draw and given two options, so I hope you can enjoy participating according to your own situation.
This was Dom Dom Ajae~
congrats
Everyone, fighting for the remaining 3 days
check
This is a drawing I made as part of a small event where we would pick one member of the group and have them draw a friend of their choice.
I was asked to draw "Lua looking up while holding Taeyu's chin" so I drew it.
I like to cross my legs.
The West Wind Travel Group. I love you all. Haha
Hello, I am Kim Yong-hyun from the first generation of Stove Crew.
A game where you explore dungeons with pretty older sisters
A game that challenges Koreans
Today I bring you a review of Flower Dungeon.
https://www.youtube.com/shorts/slzf87yQ7CE
If you would like to see it in a shorts environment, please click the link above.
By watching the video, you can enjoy the Flower Dungeon review in just 1 minute (1 minute 52 seconds).
I tried a few new things with the video, so it ended up being a bit long.
If you want to read a review a little more in-depth than the video, please scroll down.
1. Flower Dungeon, what kind of game is it?
[Flower Dungeon] is a rogue-lite RPG where you explore dungeons with your favorite character among the pretty older sisters.
The premise is roughly as follows: 'I gathered mercenaries to protect my territory from dungeons, and they're all pretty.'
Players explore the dungeon to farm stats and items.
You must use your enhanced power to defeat the enemies lurking in the dungeon.
For this?
Power that increases attack power and HP
Agility that increases attack speed and defense
Skill damage and maximum magic power intelligence
Appropriately utilize each character's strengths and develop a growth route that matches them... %^%#^
Actually, you don't need all of them.
Do you see the character selection screen with all the pretty older sisters gathered together?
Choose the character your heart desires and enter the dungeon.
You can play the game worrying about the tech tree later.
Go through dungeons with your favorite character, become stronger, and defeat enemies.
If you die? Like a rogue-lite, you get unlock points and try again.
Just knowing this is enough to enjoy the game.
2. Is this game fun?
"Illustrations that capture both quantity and quality"
In this game, each and every minor character has their own unique illustration.
Questions like "How did you draw all this?" are not important.
It's important that there are a lot of illustrations featuring pretty older sisters.
The illustrations are so rich that just looking at them makes the game more fun.
Playable characters also have separate illustrations for each expression and status.
All characters that appear in various places, such as colleagues, enemies, and event NPCs, have illustrations.
I think this is the best advantage of this kind of 'heart-pounding game'.
"Various random events"
Usually, in games like this, you will see all the random events after just a few rounds.
So the more you play, the less randomness there is in the rogue-lite.
Why? Because if you memorize all the results, you can predict them.
But [Flower Dungeon] has really... diverse random events.
There are a ton of maps, and each map has its own unique event.
So, the situation of 'seeing an event from a lower floor again from a higher floor' does not occur.
You could say that the 'time to anticipate an event' is longer than in other rogue-lites.
Even if you play the game quite a bit, there will be a lot of events you don't know about.
"A ton of farming elements and tech tree types"
There are also many farming elements, so it's fun to try out different tech trees.
There are so many factors that affect battles, from the equipment shown in the image to faith, enchantments, stats, and companions.
Most tech trees show very high destructive power once completed.
You can aim to clear the level by deciding on the concept and course of action according to your taste.
Isn't the main fun of these rogue-lite games the concept?
There are many different concepts possible, such as the critical hit tree and the One Punch Man tree, as well as various tech trees.
"The fun of controlling the speed"
You may be wondering what this means, but when you turn on triple speed, the game becomes truly astral.
This is why I wrote at the top that this is a game that challenges Koreans.
When exploring the map, you may be going too fast to take the side path,
There are also instances where traps are recklessly stepped on.
The same goes for combat.
It is much more dangerous because it becomes difficult to deal with a situation where blood is quickly shed.
Then what is good?
It's fast.
You can enjoy the thrill of playing games at incredible speed.
You'll understand if you just turn on Flower Dungeon and play it at 3x speed.
If you're Korean, you can't stand this.
3. Are there any regrets?
The downsides are as clear as the advantages.
Perhaps because it was early in its release, the shortcomings were more apparent.
"The game structure feels repetitive"
If you play the game for a long time, it feels like you're just repeating 'exploration - combat'.
Of course, this is the fate of rogue-lite games.
However, [Flower Dungeon] is a bit more extreme.
There are too many maps, so the enemies slowly get stronger,
There is no 'change' felt in combat due to other regrets that will be described later.
If you keep repeating farming, you will get tired.
So as the play time piled up, I felt like I was just repeating two actions.
"The battle doesn't require any special strategy"
There is nothing special about the enemy's pattern.
Just keep attacking, a big attack will come and it's over.
So there's not really anything for the player to deal with.
In other words, there is no combat beyond 'giving and receiving' attacks.
What the player does is 'hit hard' and 'hit harder'.
What the enemy does isn't much different from what the player does.
So, I often felt that the combat was monotonous during gameplay.
"It is difficult to feel the results of farming"
This is a regret that is directly related to what was written above.
Because the battles are simple, everything in this game is about 'farming for battles'.
The results of that farming are not very apparent in combat.
It's difficult to feel anything more than just increased damage and defense.
I don't see any changes in play style or effects.
Roguelite is a genre where the dopamine rush you get when you complete the tech tree is really important, so it was disappointing that there was less of that.
"It's a pretty long game"
As I mentioned above, there are really, really many maps.
There were so many people playing that it was tiring.
Especially since farming mostly ends in the middle stages?
This game is difficult to complete by farming, but once you complete it, you can keep pushing.
But it was a bit difficult because the map was just pushed back without any additional farming.
I wish they had laid out the map so that it could be played in two sections instead.
It was so long that it wasn't easy to recognize it as 'one game'.
4. Are there any points that people may or may not like?
Rather than having clear advantages or disadvantages,
I have collected the parts that people may or may not like.
"Not an easy level of difficulty"
This game is not an easy game.
If you farm all the tech trees you are aiming for, the difficulty level drops drastically.
It's hell until all the farming is done.
Maybe my research is lacking,
That might be because I never use the 'easy' difficulty setting.
At least the set of characters I played (Rivo, Sylvie, and Fenia) weren't easy.
As you progress to the latter half of the game, the boss' HP and attack power become extremely strong, so you won't be able to survive without completing the tech tree.
Of course, it was also a challenge.
There is definitely a certain fun to be had by farming and clearing the tech tree.
Still, I thought it was a point that people would either like or dislike depending on their gaming style.
"High luck factor"
This is the true flavor of the roguelike/roguelite genre.
[Flower Dungeon] also captured this flavor really well.
How does farming depend on luck?
If you let your guard down and farm with an intelligence character, you will be forced to change your character to a strength mage.
Then, you can defeat the monster with your own staff.
The dopamine rush from collecting Exodia to clear the game is certain.
However, I would like to say that the path is quite difficult due to the high luck factor.
5. Overall Review
As I said, it's a game with clear shortcomings.
But? Thanks to the developer's constant updates, any shortcomings are being fixed in real time.
I don't know when the developer will fix the regrettable points I mentioned.
Also, all else aside, it's definitely a game that's above average as a roguelite.
This is a case where it is well-made, but the shortcomings stand out like a blemish on the jade.
The price isn't that expensive, so it's a good way to kill time.
Above all, the various illustrations you see while playing the game are really pretty.
[Flower Dungeon], isn't it a 'game that touches the heart'?
Since I am reviewing it as a crew, I looked into it in detail.
In my mind, the illustrations alone more than covered up all the shortcomings.
The gameplay is good, and can my older sisters watch it without any worries?
There is absolutely no reason not to do it.
A game that lets you enjoy exploring dungeons with your sisters.
A game with all the little fun of a rogue-lite
[Flower Dungeon] This was a review.
▼ Want to play [Flower Dungeon]? ▼
https://store.onstove.com/ko/games/100595
▼ Want to see other reviews I've written? ▼
https://page.onstove.com/quarter/kr/view/10645199?boardKey=134147
https://page.onstove.com/quarter/kr/view/10661989?boardKey=134147
https://page.onstove.com/quarter/kr/view/10692458?boardKey=134147
Want more Stove Crew Game Picks! Reviews?
Click here!
This is for those who read the Stove Crew review to the end!
We will select 5 people from among those who leave comments by May 15th (Thursday) and give them 🎁1,000 Flakes🎁 .
Thank you for your many comments!
안녕하세요. [푸른 달빛 속에서] 개발팀입니다.
5월의 시작을 알리는 오늘, 몇 가지 공지드리려합니다.
일러스타 플레이 & PLAY X4 참가
[푸른 달빛 속에서]가 5월 3~4일 일러스타 페스에 일러스타 플레이로 참가합니다.
부스 위치는 idg 07 입니다!
5월 22~25일 에는 PLAY X4에 B2B & B2C로 참가합니다!
24~25일에 진행되는 B2C 기간에 푸른 달빛 속에서 부스를 만나보실 수 있습니다.
자세한 내용은 추후 공지드리겠습니다!
개발 관련 사항
후일담 & 레나 관련 스토리 요소 강화
레나 캐릭터 스토리 요소 관련
앞서 해보기 이후 많이 받은 의견들 중에서, 레나 루트와 관련된 의견들이 굉장히 많았습니다.
허나 현재 여러가지 방향에서 보아, 레나 루트의 제작 자체는 쉽지 않은 부분들이 많습니다.
다만, '레나'라는 캐릭터의 서사와 주인공과의 감정 교류를 후반부에서 조금 더 강화하여 '레나'라는 캐릭터에 조금 더 매력을 느끼실 수 있도록 스토리 요소를 강화할 예정입니다.
레나 루트는 추후 기회가 된다면 작업해보고 싶습니다.
후일담 관련
<후일담 UI, 개발중인 화면입니다.>
후일담은 에피소드 별로 플레이할 수 있는 옴니버스 형식으로 진행될 예정입니다.
이전 펀딩 패키지 구매자께서 내주신 아이디어를 바탕으로 제작한 에피소드 3개와 오리지널 후일담 에피소드 5개로 총 8개의 에피소드들로 구성될 예정입니다.
이와 함께 출시 기간이 조금 연기된 만큼, 개발진이 조금 욕심을 내어 후일담 H씬 추가 또한 최대한 진행해보려 하고 있습니다.
수위 또한 절대 낮지 않을... 예정이오니, 모쪼록 기대 부탁드립니다.
(H씬은 시크릿 플러스 버전에서만 제공되며, 일반판에서는 해당 장면을 스킵하는 방식으로 전체적인 스토리 이해나 진행에 전혀 문제가 없을 예정입니다.)
후일담이나 H씬 관련 사항은 이후에 확정되는대로 관련 내용 전달드리겠습니다.
이후에 PLAY X4 공지와 함께 돌아오겠습니다.
감사합니다.
[푸른 달빛 속에서] 개발팀 드림.
엄청나게 기대 중입니다. 빨리 나왔으면 좋겠습니다!
후일담은 별도로 혹시 구매해야되는건가요?...
아닙니다! 정식출시버전 인게임 내용입니다!
아~ 감사합니다! 빨리 출시 되면 좋겠어요 얼른 하고싶어요!! ㅎㅎ