
I uninstalled and reinstalled it about 3-4 times (including Stove), but I can't get past this point. Does anyone know why?



Is this kind of thing a normal mob?




This is a post saying that they did a stealth patch on the probability or tier of this because stage 8, 14 isn't showing up very often.
But if you're not guilty, you can just refute it by saying I'm wrong, so why hide it???
Hey, it looks like you got caught properly, just like I investigated?




Hello. This is Seon-ah.
I'm going to write about what I felt after playing Alleyway: Ghostly Traces (the Alley).
Everyone may feel differently, so I think it would be good to just keep that in mind.
Please understand that there may be some spoilers.
Pros
1. Realistic immersion
I feel like it's a place I've seen somewhere in Korea, so the immersion is high.
From X-pang boxes to various flyers, there are so many things that make you think, "Haven't I seen this somewhere before?"
There isn't much direct horror, but it creates a good atmosphere, so a highly immersive horror came to me.
2. Decent story
There is a story progression, not just horror elements.
The story creates a reason to play multiple times.
There are also slight variations in the various gimmicks here, which is good.
Cons
1. Is this right?
They tell you to distinguish between apparitions and ghostly traces, but it's too ambiguous.
There could be practice mannequins in front of the hair salon, right? But if you look closely, their pupils move, so they say it's a ghostly trace, but I can't see it.
They say that there could be a beggar, so it's an apparition, but since this is inside a ghost's trap, wouldn't it be a ghost, so not a ghostly trace?
I felt that this distinction wasn't very clear.
2. Disappointing bug
If you repeatedly raise and lower your phone, the game suddenly crashes.
There is a bug that causes the save to disappear when it crashes.
However, it seems that the bug will be improved because the developer is constantly responding.
TIPS
Since you are given 3 chances, you have to memorize the answers by retrying several times while doing binary choices.
There are no ridiculous jump scares (sudden appearances).
Unexpectedly, the story is fun to watch, so it's not bad to play multiple times.
You can't check for ghosts while running.
Review
They did a good job of collecting elements that would make you feel uneasy in the Korean alleyways.
The phenomenon of streetlights turning off in the narrow alleys creates a great atmosphere in itself, and the details seen here and there bring a sense of reality.
The sound of dogs barking in between maximizes the immersion.
It was very good that it brought out a natural sense of horror rather than forcing a sense of horror.
Thanks to this, I think even people who are not good at horror games can try playing it.
There are some disappointing parts, but the developer said that they are planning to continue updating, so if it gets better, I think it's worth recommending to buy.
Summary score (out of 5 points / 1 point: ♥ / 0.5 points: ♡)
Story: ♥♥♥♥ (I thought it was a story that was surprisingly good to play multiple times.)
Graphics: ♥♥♥♥♥ (It felt very realistic, so it was good to immerse myself in it.)
Sound: ♥♥♥♥ (Sounds like dogs barking in between the gloom create a good atmosphere.)
Content: ♥♥♥ (I feel like there are many things that seem like a lot but not a lot, and there are so many confusing things that I feel like they were forcibly added.)
Convenience: ♥♥♥♥ (The controls are not bad and there are various options that can be adjusted, so it is good to play.)
Fear: ♥♥♥♥♡ (It was fun because it stimulated fear with just the atmosphere and didn't force fear.)
Bug s: ♥♥♥♡ (There are disappointing bugs, but I believe it will get better as the developer is working hard to fix them.)
The impressions may vary from person to person as it is written based on personal standards.
Thank you for reading the long post.





I can't stand being curious, so I asked people who have already completed it to spoil it for me, and after listening to them, I became even more curious.




I was wondering what the Black Cloud Sword Technique meant in the card name, but I think it's safe to assume that the black color, which is the image color, and the official title are mixed to create the Black Cloud Sword Technique.
This is a Hwando sword, which was commonly used during the Joseon Dynasty, and as you can see, it has a trinket attached to it.
The sword also has what appears to be a trinket attached to it.
This is a mother-of-pearl lacquerware box that returned to Korea in 2023. The character's scabbard also has a similar decoration. It is one of the traditional crafts that decorates with things like seashells.
There is a pine tree in the background of the character, and the pine tree is a tree that represents Korea enough to appear in the national anthem.
But the fact that the Japanese version calls the sword a katana instead of a Hwando, and at the same time changes the character's name from Isol to Rin, feels a bit fishy.
--------------------------------------------------------------
After searching for the plum blossom-shaped mother-of-pearl lacquer pattern on the scabbard, I found that it has symbolic meanings such as nobility and perseverance, as well as the image of a beautiful woman.
I think the design was intended to represent nobility and beauty for Rin.
--------------------------------------------------------------
Dasan drew plum blossoms and sparrows together on his wife's skirt, and the meaning is said to symbolize the love and harmony of the couple.
Search for Dasan's Maejodo to find it.
If you look at Rin's scabbard, there is a scabbard with a bird drawn on it and a scabbard with a plum blossom drawn on it.
I think this is the reason for the original line, "It's time for bridal lessons."
The white string knot behind Rin's leg is said to be a Korean traditional knot called Dongsimgyeol knot, which means the same heart forever between lovers.




Yuki Fujita Fujita No matter what I say
Is it as bad as Lucas? I'm going to grind Lucas
It seems like it's hopeless if there's no season boss AoE skill



Why did you change a character wrapped in Korean elements to a Japanese name?
Is it related to internal politics? Is it part of erasing the traces of the predecessor?
Or do you really think that the Korean elements of the character 'Rin' were inspired by Japan?
Do you think it's a Japanese cultural asset?
일본의 문화재라 생각하시는건가요?




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Q. 개발사 소개 부탁드립니다.
안녕하세요. Ashcraft는 현재 2명으로 구성된 인디게임 개발 회사입니다. 저희는 기억에 남고, 하나의 추억이 될 수 있는 게임을 만들기 위해 노력하고 있습니다.
Q. 스토브에 게임을 런칭한 소감 한 말씀 부탁드립니다.
스토브에 저희 게임을 런칭할 수 있어서 매우 기쁩니다. 게임을 발매하는 것은 여러 가지 감정이 복합적으로 느껴지는 것 같아요. 후련하기도 하고, 설레기도 하고, 두렵기도 하고, 시원하기도 하구요. 그래도 굳이 한 가지 감정을 손에 꼽자면 기쁜 것 같습니다.
Q. 2인의 소규모 개발팀으로 알고 있습니다. 두 명이 많은 부분을 커버하기가 쉽지 않았을 것으로 생각되는데 어떤 부분이 제일 험난했나요?
사운드 관련 작업과 QA관련 테스트 작업이 가장 힘들었습니다. 저희 팀에 사운드 엔지니어가 없는 관계로, 컨트롤 오버와 어울리고 마음에 드는 사운드 리소스를 찾는데 많은 애를 먹었습니다.
그리고 또 하나 어려웠던 점은 테스트와 관련된 것입니다. 컨트롤 오버는 스토리가 중심인 게임이고, 그렇다 보니 공개적으로 게임의 내용을 오픈하여 여러 사람들의 피드백을 받거나 할 수 없었습니다. 그래서 저희 개발팀 자체적으로 끊임없이 테스트하고 피드백을 할 수밖에 없었는데, 약 10만 자 가까이 되는 텍스트를 수 십 번, 수 백번 플레이하는 것은 정말 힘들었습니다.
Q. 게임이 전반적으로 심오한 주제를 다루고 있네요. 시나리오도 구성에는 어떤 고민이 있었는지 궁금합니다.
컨트롤 오버의 시나리오를 구성하면서 여러 가지 고민이 많았지만 가장 중요하게 생각한 것은, 주제에 충실하고 애초에 기획했던 기획의도에 충실하자는 것이었습니다. 게임이 개발되고 기획들이 구체화되어 결과물이 나타날수록, 이 결과물들이 정말 과연 맞는 것인지 이대로 가도 좋은 건지 수많은 의문과 고민이 생기는데, 컨트롤 오버도 마찬가지로 이런 과정들이 있었습니다.
어떤 식으로 이런 문제를 풀어나가는 것이 정답인지는 저도 아직 확실치 않지만, 저희는 최대한 주제와 기획의도를 지키는 것을 핵심으로 잡았고 그것을 통해 완성된 것이 컨트롤 오버입니다.
Q. 스토리가 게임의 메인이다보니, 게임성에 대해서는 고민을 피할 수 없을 것 같은데, 어떤 부분이 제일 고민이었나요?
아무래도 텍스트의 비중이 매우 높은 비주얼 노벨 중심의 어드벤처 게임이다 보니, 게임과 상호작용하는 부분들이 고민이 되는 것은 사실이었죠. 컨트롤 오버는 스토리가 중심인 게임이고, 스토리에 몰입하고 상호작용 하였으면 좋겠다는 생각이 있었습니다. 그래서 내린 결론은 게임 내의 선택지를 조금은 색다르게 만드는 것이었죠.
제가 플레이해보았던 게임들의 선택지에서는 어느 정도 의도와 결과가 보였습니다. 어떤 것을 선택하면 어떤 결과와 어떠한 엔딩이 기다리고 있을지 어느 정도 감이 오죠. 그렇게 한다면 선택지는 하나의 매커니즘이 되지만, 순수한 유저의 선택이라고 생각되질 않았습니다. 원하는 결과를 얻기 위한 행동이지 유저의 생각이나 성향이 반영되지 않는다고 생각했죠. 그래서 컨트롤 오버에서는 유저의 생각이나 성향이 선택에 영향을 미칠 수 있도록 노력하였습니다.
Q. 이 게임 추가 시나리오나 외전 등의 업데이트 계획이 있나요?
아쉽지만 없습니다. 컨트롤 오버의 이야기는 컨트롤 오버 자체로 깔끔하게 잘 마무리되었다고 생각합니다. 물론, 억지로 이야기를 끄집어낼 순 있겠지만 그것이 컨트롤 오버를 재미있게 즐긴 유저 분들께 좋은 선택은 아닐 것 같다는 생각이 듭니다.
Q. 차기작을 고려하고 계신가요? 계획이 있다면 말씀해주세요.
차기작은 구상 중이지만 컨트롤 오버의 속편은 아닙니다. 현재 말씀드릴 수 있는 건 컨트롤 오버와 비슷한 장르의 게임이고, 스토리가 중심인 게임이지만 텍스트의 비중을 줄이고 게임성 부분을 보완한 형태의 게임이라는 점 정도겠네요.
<컨트롤 오버에 대해 더 궁금하시다면? 상세 페이지 바로가기>
