
Oh~~ I finally pulled the Gochang valid Goco.


Equipment Score Part
Speed Part
Attack Power Part
Health/Defense Part
Effectiveness/Effect Resistance Part
Crit Rate/Crit Damage Part
Let's go delete the game
Not just anyone can be a turtle either
It's at the level of a garden snail



RewardCheck-in🏷️ $0.1 USD Stackable CouponSTOVE Store Check-in
❄️ 1,000 Flakes
🧧 5,000 CoinsRiichi City Check-in

❄️ FlakeMission|August Day 11 #260811
Week 2 - Day 11 Started! Don't forget to check progress!



I got "Tom Clancy’s Ghost Recon: Future Soldier" (Ubisoft Connect version), which is currently being given away for free for a limited time on Ubisoft.
Also, I got "happiness market" on Epic.
And "Breathedge" is currently being given away for free on Steam.
I already owned it because I got it when they were giving away free keys on Fanatical before.
Thank you for so much.



Do you guys usually like games with a high degree of freedom?
I really like games that are incredibly playable and (in my opinion) have a high degree of freedom.
Games like Dark Souls, where I have to clear various paths to experience the route I want to take,,
and games like Zelda, where you explore, often try to give the user a greater overall sense of freedom in gameplay,right?
However, the game I'm reviewing today felt a bit different.
It felt more like I was enjoying a single plot, following the story carefully and pleasantly, more so than other games!
<Loco Motive: The Royce Express Murder Thumbnail>
I bought Loco Motive: The Royce Express Murder
to play a mystery game where you solve a murder case,
but rather than playing a game, it felt like I had watched a comedy mystery animation from start to finish, and it felt like the player's UX sense was tuned more to that.
It felt like the player's UX sense was tuned more to that.
<😶A murder happened, but the atmosphere is more cheerful than expected?😶>
The story begins on the luxury train 'The Royce Express' in the 1930s.
Wealthy railway heiress Lady Unterwald gathers people on the train for an important announcement, but an unexpected murder case
occurs, and
three people who seem completely unsuited for the case get involved.
Arthur, the fussy lawyer; Herman, a mystery novelist who accidentally became a detective; and Diana, who moves around while hiding her identity.They are.
<Spoiler Alert>
The player alternates between controlling these three characters, viewing the same event from different locations and perspectives.
'A murder on a luxury train', 'suspicious passengers', 'three people who must find the culprit'It follows the familiar grammar of mystery.
Just hearing the premise, it sounds like a classic locked-room murder mystery, right?
But when you actually play it, the atmosphere is quite different.
The case is serious, but the people are strange, the conversations keep veering off in weird directions, and the characters show a lot of expressions and movements even in trivial actions.
So, at some point, I think it's a game where you become just as curious about
the characters' dialogue as you are about finding the culprit!
This game is really talkative
(every single one of these diamonds is an interaction)
and so many things return as dialogue,
if you talk to a person, there's dialogue, if you examine a strange object, they say something, and if you use the wrong item, the character reacts!
(You can even interact with the trash can)
Plus, the characters' unique speaking styles are strong in almost every conversation,
so it feels more like watching an animation than reading text.
(In fact, this game is also highly acclaimed for its dialogue, voice acting, and character animation.)
So, at some point, I felt that the reason I was clicking on objects in the game changed from
solving puzzles
to 'What would they say if they saw this?'
I felt it changing little by little!
(I think you'll find that approaching item combinations and usage by thinking about what the characters would think, rather than how we would combine them in real life, resonates more.)
And it is a UX-friendly, player-kind game.
You can easily identify interactive elements on the screen, the character's reaction itself can be a hint for the next action, and the controls and buttons used in the game are very simple.
(Movement is done by moving left and right using A or D.)
If you get really stuck, you can even get hints via phone within the game.
It felt a bit like a developer's tip-sharing machine.
Of course, that doesn't mean every puzzle is perfectly intuitive.
Some puzzles have that point-and-click specific logic where you think, 'You use it like this?' (I actually felt this from the early tutorial.)
(If I combine them, do they get stronger..? Why?)
But these drawbacks don't feel overwhelmingly huge!
That's because I felt this game was 'like an animation'.
Unlike typical mystery games,
the three characters move individually,
and events that happened in different places connect later on,
and the space between them is filled with countless lines of dialogue, expressions, gestures, and gags.
(This cutscene also moved through several frames to make one expression!)
(It's like an American animation)
So, rather than feeling like I was creating the story,
it felt closer to walking through a very cheerful, pre-made event,
so this point-and-click logic didn't feel forced, but rather like discovering the characters' personalities.
<Then is it bad as a mystery game??>
I think the reason Loco Motive is fun is because it knows quite clearly
what kind of mystery game it is.The goal of this game seemed closer to putting you on a train full of strange people, making you get involved in cases, and letting you enjoy the conversations and situations that arise, rather than making you a master detective.So, I think the intense sense of achievement from solving a difficult puzzle might be relatively weak.
Instead, as the situations, dialogue, and characters followed each other quickly, the story didn't feel boring even if the sense of achievement was weak.
<Recommended Target Audience>
1. People who prefer adventure games that follow characters and stories rather than being stuck on complex mysteries for hours,
2. People who like pixel art characters moving and reacting in detail, and people who enjoy reading the characters' banter one by one,
3. People looking for a game that's like a playable comedy mystery animation.
Conversely, if the most important thing in a mystery game for you is
a strong sense of achievement
from 'solving the case by combining clues yourself without any help',
you might want to think twice about this game!
<One-line Summary>It's a mystery game that sits you in the passenger seat and keeps telling you fun stories until the case is over, rather than trying to make you a master detective~(Play this instead of anime)
How long is Kim Ddasung's nose?
<3.9cm/5.0cm>
I really like American animation, so I enjoyed playing it.
Thank you for reading~~




RewardCheck-inBonus❄️ 1,000 FlakesSTOVE Store Check-in
❄️ 10,000 Flakes❄️ 1,000 FlakesRiichi City Check-in
❄️ 20,000 Flakes


Stove attendance today as well


AC


[Flower Survivors] Are you satisfied with the Hero-Trait system added in the 1.8.0 update?
We are starting a survey on the difficulty of the Flower Survivors game based on the current version.😀
Has the game become easier with the addition of the new [Hero-Trait] system?
If you have any feedback you would like to share, please feel free to leave it in the comments!



怕s4賽季内容不好賣,直接給游戲機制的通用增益增加了離譜的限制。游戲都大半年了,玩家早就刷了一大堆士氣相關的構築,一切其實都是爲了更好的賣卡更方便設計師出數值設計,還堂而皇之地説是“爲了抑制膨脹,避免玩家的存檔極速貶值”而他們的做法是立刻讓玩家的存檔貶值,然後就給那丁點材料和10抽(甚至只是普通池10抽,改存檔的素材甚至避免給太多複製組件)堵嘴,你們是真把玩家當傻子吧?
説好的不會削5星,就算在s3大龜裂修女并不出彩,也依舊削弱,為其增加增益限制,徹底堵死核爆流的玩法,甚至這次都直接不演了,直接改動游戲的底層機制,就只爲了更好的賣卡賣命座;我敢打賭,就算增益鎖真的成了,接下來smilegate還是會在他們游戲裏面創造更多的增傷乘區,更多角色的“獨特機制”,沒了士氣,但將來會出霸氣,銳氣,神氣,仙氣之類更專更不通用的增傷buff,作爲賽季角色和内容賣點,這就是他們所説的抑制膨脹的真相,這毫無疑問就是一次自殺式的調整;你否定大部分s3的内容也就算了,數值確實誇張了,但你們卻選了一個非常愚蠢的時機和執行方法,爲什麽不早點削?爲什麽一定要等到賽季結束,大家都刷了很久才改動s3的内容?爲什麽是簡單粗暴地直接鎖通用增益?之前出了彈性,大改痛苦出傷機制,為各種卡片事後設限我都忍了,你們根本就是想一齣是一齣,毫無什麽内容游戲規劃和數值測試,説什麽不符合你們的預期,我只看到了smilegate在此次調整的傲慢和自作聰明罷了。我已經很難再相信smilegate了,信任一旦破碎就很難修復的。你們這是在抹殺玩家的創意和刷存檔的成本,在欺騙玩家,在羞辱那些認真對待你們游戲的人,凴你們做過的事,就想靠一堆垃圾和重複再重複的公式道歉輕輕帶過?沒這個可能!
Smile Gate,你們的游戲現如今完全不值得玩家認真對待。
我祝做出這個決策和通過這個決策的人儘快吃到各種苦頭,你們就是一坨扶不上墻的爛玩意,別在那個位置裝模做樣了,趕緊滾吧!