
📌One-line summary: I thought it was a harder game than I expected, but...
<Divine Path of the Communication Room: The longer the game is fun, the longer the Shrew's total review>
Nose length: 2.3cm / 5.0cm
Game Controls and Difficulty:
This game is an action shooting game with a really simple rule of avoiding enemies that swarm the character in the center!
Items are randomly generated and can be purchased in the shop using silver coins dropped by monsters.
<Interface>(No item combination)
(Item combination O)
If you eat two combined items, you can fight in a greatly strengthened state as shown below.
A major feature of the game is that the difficulty changes significantly depending on these items.
At first, I fought without knowing this and thought, "It's so hard I want to quit."
I realized that you need to know the combination of two items to clear it easily.
The game was reasonably fun. However, the downside is that once you learn the fixed item combinations, the game ends too easily, and
If you get good items due to luck rather than control, you can just walk through and finish the game, which is why my nose length became 2.5cm.
However!! If you like shooting games of this genre, you can enjoy it reasonably by playing and unlocking elements.
PS. You ask where the 0.2cm of my nose was deducted?
It's because the long-haired man in green clothes behind the game's startup interface is appealing.
Because I liked him, as soon as the character was unlocked, I started watching the story.
(Du-dung)
(What is this lewd mouth)
Due to the surprisingly thick lips, my nose length was reduced by 0.2CM.
The channel motto is already (subjective) game reviews, so I'll deduct this much. Please acknowledge it.
PPS. If you find the game difficult to clear, you can refer to this guide.
,https://page.onstove.com/indie/global/view/9828094
Then, happy playing everyone~~@@

How long will you pretend not to know?
The highest level for Bare-handed Mastery is 109.
With the existing large gap with other Masteries, the audacious operation of 'we are working on it, so wait' without any schedule announcement for the bare-handed revamp can only be seen as the Load Nine team having a severe lack of self-awareness.
Load Nine is failing right now.
Please wake up.
'A well-made game. Ruined by its operation' is the reality of the current Load Nine team.



.

Give it to me



In fact, about 99% of the rules, such as scoring mechanics and scenery, have already been finalized during development!
Based on feedback from those who saw it at the exhibition,
we are inserting visual elements and animations, and online testing should be just around the corner.
We are currently putting a lot of thought into the balance of the scoring system.
After setting up the basic balance as much as possible, we plan to conduct extensive tests with acquaintances, and if that's still not enough, we'll likely ask users to help with testing.
Since elements of luck are inevitably involved, it's difficult to establish a definitive balance right away.
Regarding the scoring system,
Scenery will be classified into points of 1 / 2 / 3 / 4 / 5 / 6 / 12 / 24 respectively. The system will operate simply by summing all possible points when a bloom occurs.
If you complete a hand using another player's discarded tiles, you get 3 times the score of your hand from that player, and if you create it yourself, you receive the score of your hand from everyone.
For now, we plan to release it with the system described above. We will consider modifications later if it's deemed necessary to differentiate between high and low scores.
Also, we will naturally be open to various opinions during the initial launch period. While we'll consider system balance, we're also open to suggestions for adding new original scenery if requested.
We will do our best to speed up development so that those interested can play as soon as possible.



Hunting and war are worse than other weapons, and there's only one friendly shield, and it's given as a party shield, so it's worse than the front line. Gwongap is terrible, and they don't even patch it. They don't reveal the revamp schedule either. Going silent means telling everyone to quit.




It was my second weekend that passed in a blur.
I'm so tired that I'm still dozing off... I should go to bed early.



There are two main points.
1. World Integration
After integrating into one world, create servers 1-30.
Strengthen world bosses and world hunting grounds
Those who farm can stay in their servers, and those who want to fight
can be drawn into the world.
2. Anti-demon power
There are too few hunting grounds related to anti-demon power.
There's no reason for neutrals to raise their anti-demon power.
Create anti-demon power hunting grounds within the server.
Make it so that anti-demon power difference not only in PvE but also in PvP
results in more or less damage dealt,
and make anti-demon power mandatory.
P.S. And if you want to make money
Right before closing the server, add a cash item that gives additional options to equipment.
This will work. Ex. The Golden Magnifying Glass system in Nexus: The Kingdom of the Winds.
Actually, after this was released, Nexus: The Kingdom of the Winds failed.
♤♤♤♤ Add acquisition methods for the Destroyer (Right) ㅅㅂㄹㅁ♤♤♤♤



I received "Late Housekeeping" and "Room 310: The Awakening (2024)", which are being distributed for free for a limited time on itch.io.
Thank you again today.



Almost passed out in the afternoon...
I hope Stove Indie members have a comfortable time at home.

올해 1월 7일부터 혼자서 "박수 더 무당"이라는 게임을 개발하고 있습니다.
어느덧 개발을 시작한 지 반년이 다 되어 가네요.
진도가 조금 느린가 싶기도 하지만,
AI의 도움을 받기보다 조금 서툴러도 직접 그림을 그리고 싶어서 정성을 들이느라 시간이 더 걸리는 것 같습니다.
그래도 속도가 느린 만큼 하나하나 더 꼼꼼하게 살펴보며 만들고 있습니다.
지금은 게임의 핵심인 전투 시스템을 한창 구현하는 중입니다.
아무래도 올해 안에 완성하기는 조금 힘들 것 같고,
내년 중반쯤 출시하는 것을 목표로 잡고 있습니다.
지치지 않도록 조금 더 여유를 가지면서,
틈틈이 다른 게임들도 플레이해 보고 즐겁게 개발해 나갈 생각입니다.
전체적인 개발 페이스를 조절하면서,
최근에는 게임 분위기를 살려줄 사운드 작업도 고민하기 시작했습니다.
고맙게도 제 친구 "구글 재미나이"가 게임에 어울리는 태평소와 대금 사운드를 몇 개 만들어 주었습니다.
들어보니 "박수 더 무당"의 한국적인 분위기에 딱 맞고 정말 좋았는데,
저작권에 대해 물어보니 아쉽게도 무료 게임까지만 사용이 가능하고 상용 스팀 게임에는 사용하지 말아 달라고 하더군요.
그래도 나중에 문제가 생기기 전에 미리 라이선스 범위를 확실하게 이야기해 준 덕분에 오히려 고마웠습니다.
어차피 스팀 출시까지 진지하게 고려하고 있는 프로젝트인 만큼,
사운드 리소스 문제도 이번 기회에 확실하게 짚고 넘어가야 할 것 같습니다.
앞으로의 해결 방안으로는 두 가지를 고민 중입니다.
AI 작곡 툴인 Suno를 활용해서 국악 풍의 BGM을 다시 생성해 보거나,
Ableton Live로 직접 가상악기를 사용해 만드는 방향입니다.
그래픽을 직접 그리는 것처럼,
사운드 역시 제 손으로 직접 하나씩 해결해 나가는 과정이 아닐까 싶습니다.
혼자 개발하다 보니 코드나 아트뿐만 아니라 이런 사운드 라이선스 문제까지 하나하나 직접 부딪치며 해결해야 한다는 걸 다시금 배웁니다.
하지만 오히려 스팀 출시 전에 확실한 제 순수 자산을 만들 좋은 기회라고 생각합니다.
조급해하지 않고 이것도 하나씩 즐겁게 해결해 나가겠습니다.





