
My main character has 84 lvl and has been banned
I'm farming from my mobile and got banned
How to report to take back
Im not use any software
Im from server D1 - main char lvl 84




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).



GOOD OPPORTUNITY COMES TO GOOD PEOPLE!!!



‼️Main problems
① Excessive decrease in basic attack power and combat power reflection
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 limits, and hunting speed is very slow for both single and wide-area skills.
Even over-farming 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 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 (melee), and it is limited to 'party members including yourself', 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 necessary.
---
③ In-game weapon appearance not implemented
Appearance by grade is applied to all weapons, 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 equipment growth rewards 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 Monotonous skills/motions and inconsistency with job concept
Most skill motions consist of monotonous motions such as one-two/front kick repetition, which greatly reduces the sense of hitting and fun.
Unlike the setting of 'master of bare-handed combat', there are unsightly skills that do not match the concept, such as throwing stones and rocks.
The probability of inflicting abnormal status is excessively low, so utility and control abilities are also below expectations.
Action unique to gauntlet weapons such as kicking, continuous hitting, and turning kick is necessary.
---
⑤ Fundamental limitations of overall weapon balance and mastery structure
The balance is not right in terms of attack, buff, motion, and utility, making it difficult to fully perform the identity of 'close-range 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 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 to a reasonable level compared to other weapons.
Optimize the delay and overall motion delay of single and wide-area skills.
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 abnormal status probability.
3) In-game application of weapon appearance
Implement weapon appearances by grade normally in the game.
Visually enhance the appearance effects of mythic and other high-grade weapons to improve satisfaction with equipment growth.
4) Complete renewal of skills/motions
Add motions utilizing actions unique to gauntlets (continuous hits, turning kicks, continuous strikes, etc.).
Redesign skills that do not match the concept (throwing stones, rocks, etc.).
Modernize the skill structure focusing on hitting feel, speed, and linkage.
5) Improvement of mastery/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 close-range 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, not just simple numerical adjustments, is necessary.
Users see the gauntlet not just as 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.




Game enthusiast authentication
Let's analyze the internal problems of the game this time
First of all
Is the game being properly reviewed and fixed?... Battle information messed up <--- Did all the people who knew how to use the Unity engine leave? It happens occasionally these days even when I don't revert
Also, whether it's because of the Great Rift Tuka Mira, there's a terrible lag and the battery drains like crazy. Seems like the optimization is messed up?
That's why doing the Great Rift Tuka Mira takes quite a bit of time.
Second
What about the back-row healers and front-row tanks in this Great Rift if you only focus on quick DPS? Let's give them ~~archetype scores! The monster that came out of that is obsession.
If you get that and succeed in getting the mythic trinket given by the octopus that copies the desired flash of inspiration 3 times? You are now a winner in the top 100!
No, what if you make it so that you give more points to the healer and tank! You have to do a time attack, but... what about them? Ah, let's add a healer and tank archetype!
~~Archetype score <--- If you can't control the variables, just remove it
The problem arises because you have no intention of changing the structural problem...
Don't you think the problem is the time attack?
And third
Any content that is even slightly hardcore requires tryharding and retries
You can spend 8 hours and not get a single proper deck, and you can get angry and your head can get hot.
The deck power varies greatly depending on the duplication in the game.
It's an element that makes you feel empty no matter how much money you spend
People keep talking about treating paying users better
In my opinion, this game is definitely not a game that respects paying users lol It's a game for time billionaires
Otherwise, there's no way they would make something like this. The resources you get from doing content that takes tens of minutes per run... um....
The time billionaires will continue to dominate the rankings in the future
I guess they were thinking of inducing spending by promoting competitive content, but didn't they know that the power of this game is more about how well you carve out your deck?
A time billionaire with a base character will be stronger than a working person with 6 dupes in this kind of situation
You'll be screwed if you can't do that retry before you even spend money
The dedicated fans who don't care about the game's quality are already gone because you crushed and killed them while ruining the characters. You said you're only going to look at the game's quality
To use a slightly sophisticated term, you're emphasizing Eros and ruining the narrative, which is one of the drawbacks of moe-style games that Koga used to criticize.
It's funny that he's making a game where there's nothing left in the character except Eros
Getting back to the point, my assessment is that the content manager either exists or has already quit, but they're doing a terrible job
If they really had any intention of treating paying users well, they wouldn't have let them get beaten by time billionaires
There's a reason why recent games include skip and sweep functions and ease up on time-related aspects.
At least make it so you can sweep the simulation if you've cleared it
They said they'll change it to clearing it once with multipliers, but isn't that lame?
What's with the enemy HP of 1 in the third normal battle on the left selection in Chaos Kirken?
Fourth
Content-related fun
I heard on the live stream that they're developing something with content-related elements, is this it? The one that's coming out on 1/14
As I said before, the value of duplication is so great in the current game that you just cut off all the cards that can be copied and starve the neutrals while increasing the probability of copying what you want, so every run is just doing the same thing over and over again, and the game, which is supposed to be fun, becomes a stress generator.
It doesn't matter if you don't have to do this, but you have to do it lol
If you look at other games with roguelike elements, you're just disappointed when a bad event comes out, but from the beginning, the purpose is not to enjoy this run, but to suffer extreme pain like Maple's meso farming
Other roguelike games may have some unfairness or you may die, but most of them don't force you to do things that cause stress and are just content that you can enjoy.
I think the problem is this system where you have to create a super high-scoring deck that requires NN hours of retries in competitive content, and I think this Great Rift has actually made the problem bigger by making it more visible and lowering the status of paying users.
The Great Rift is a strange combination of thinking about how to treat neglected classes and new characters, then ~~ranking them by archetype score + systemically incompatible competition + requiring a lot of retries to build a deck.
I recently complained about the balance issue, and it's amazing that they released a competition.
The biggest balance issue is competitive content, so what kind of gait is it to release a competition when the balance is at its worst?
Competitive content = the best way to check balance issues and the best way to show users and others how bad our balance is
In fact, these kinds of issues may be common growing pains for otaku games if you think about similar games in the early days of Blue Archive, but they're games that play with character appeal + secondary creations rather than game quality, and you guys are releasing a downgraded otaku skin game of Slay the Spire, saying you're going to compete on game quality
Is the game quality good enough for a small and medium-sized otaku game?
What do you want to do? Do one thing well
What's left if you take away the game quality?
The dedicated fans are already extinct
It's not a loop, it's not horror, it's not dark fantasy, it's not an otaku game, it's not a story game, and they're even denying that it's a game.
Oh, and if a deck-building PVP comes out in Kazena? That will also be dominated by time billionaires lol




Please return the cute emoticons that were in Mahjong Ichibangai...!!


Hello, STOVE members! This is Oh Hyun-jin from Mojo Games.
All Beaverax events over the past 3 days have ended.
Offline booths are always difficult, but a valuable experience!
Haha, thank you to everyone who visited and cheered us on!


First of all, I need to clarify, this post by no means to offend anyone but just stating what been around lately and on the scene situation.
1: Cheating:
People just casually using cheat speed to grind and using 3rd party program. Yes, developer already says they're fixing it by banning and whatnot. But, let's be real, the damage already been done and there's no way to cover it totally. People are doing it blatantly and post it everywhere to promote such behavior. Boosting, selling account, etc2, we all know whose people usually are doing such a things. Not just this game, but other game as well, they're notorious and infamous for this kind of behavior. And they're good at it, I don't think this game team can track and fix them all. Things happen just like before, regarding the infinite anchor/reward exploit
2nd: Balance
There's nothing to said anymore about balance, people already knew, how busted this game is regarding certain character. The unlimited cycle of dps. This game didn't rely on skills, creativity and variety of character anymore. But merely on luck (deck building) and cheese (obviously OP character). Easy thing to fix this, is to put a max cap of shuffle deck so that the unlimited damage can be avoided. But I doubt they will implement it.
3: Error/Communication
Recently, just loading into the game is pain in the @rse, connecting this, connecting that. Run suddenly get error and force closed. Unknown errors. Like, that's really FUN game experience right guys?
4: Waste of time
Seriously, did it take 1000 years to implement the "sweep" at simulation? Like bro, not everyone got 10hours+ free time. I understand if you want to reward people who grind. But, the daily energy spend? Come on man. It take simple common sense to implement the sweep for daily energy.
5: Exploit and Manipulate of Save Data
I'm honestly surprised and amazed how humanity can always find such a loophole and exploit in the rules of certain aspects. I'm sure it's not the intended features for people to just remove every card on the combatant using many underhand tactics. But this particular point, I personally find it amazing such tactics exist. Those who know, knows. I'm wonder how many "failed" run when Developer gives us the overall stats of the game, just like the 1 Month Report stats.
What I'm more IMPRESSED and SURPRISED how most of this is obvious and known to the Developer team, but yeah, let's just let it happened, anyway, right guys? I don't think the Developer is interested in fixing the game balance nor want to make it easier and faster for player, or maybe right now they got too much on their plate? I guess,.we will get the fix after every next event batch, I guess? Then more bug and error happened when new event batch released, then the cycle continues~
The new things like Unigram, get frozen and stopped just like that without any more content. I feels like they're release new features just for the sake of it. I feels like it didn't even finish tbh.
I don't know how to put it, but right now, the states of the game feels like in Chaos, don't tell me, the Game tittle is this all along? 🫣
Chaos Zero Nightmare, more like, Chaos In-game Nightmare
Yes, I'm ranting lol 😂, it's hella frustrating recently to play this game, especially when I'm exposed to many outside information, then when I fact checked it, turn out mostly it's true. Dang, this game is cooked. 🫡




Morning Luck!


Spring will come after waiting...!!


§ 공포게임 50% 할인 쿠폰 §
CHILL_SUMMER
사용기간: 2021년 7월 26일 ~ 8월 22일
쿠폰 사용 대상 게임 : 아라하: 이은도의 저주, 어몽더슬립, 오감, 더 코마2
쿠폰 사용 방법
1. 게임을 장바구니에 넣는다
2. 장바구니에서 게임 옆의 '쿠폰 적용' 버튼 클릭
3. 쿠폰명에 CHILL_SUMMER 입력 후 '등록' 클릭
4. 하단 쿠폰 목록에서 쿠폰 선택 후 아래의 '선택 쿠폰 적용' 클릭
5. 할인가로 구매 완료!
STOVE인디에서 준비한 공포 게임 50% 할인 이벤트로
무더운 여름밤 시원하게 보내세요!
15,700원 > 최저가 4,940원
이벤트 기간 39% 할인 + 쿠폰 적용 50% 추가 할인 (중복 할인 가능)
§ 아라하: 이은도의 저주 §
누나의 유품을 찾기 위해 들어간 외딴 섬의 폐 정신병원
많은 사람들이 실종되거나 싸늘한 주검으로 돌아온 저주받은 섬 이은도
언제, 어디서, 무엇이 나타날지 모르는 병원을
손전등 하나에 의지해 탐색하며 유품을 찾고 비밀을 밝혀내야 한다
무속 신앙을 바탕으로 한 한국식 공포가 당신의 심장을 옥죕니다.



이벤트 기간 35% 할인 + 쿠폰 적용 50% 추가 할인
최저가 4,940원
§ 더 코마2: 비셔스 시스터즈 §
어느날 밤, 홀로 남겨진 학교. 평소와는 다른 학교의 모습
당신을 쫓는 기괴한 존재들에게서 살아남기 위해 도망쳐야 합니다
달리고 숨어라. 런 앤 하이드 방식의 공포 게임
등장인물들과 의사소통을 하고, 문제를 해결하고,
때로는 임기응변과 준비된 계획 등을 가지고
광기어린 살인마들의 손아귀에서 벗어나세요!



50% 쿠폰 사용 시
7,750원
§ 어몽 더 슬립 (Among the Sleep) §
(STOVE인디 공식 한글화)
당신은 이제 막 걷기 시작한, 두 살 난 아이입니다.
한밤중 정체불명의 소리에 깨어나 엄마를 찾아 집을 돌아다니기 시작합니다.
점수와 전투가 아닌, 분위기와 탐험이 주가 되는 게임입니다.
당신은 취약하고, 겁에 질려 있으며, 이제 막 이 세상을 이해하려고 하는 아기일 뿐입니다.
다른 공포게임과는 색다른 느낌의 공포를 느껴보세요.
분위기만으로도 온몸의 털이 곤두서는 느낌을 받을 겁니다.



50% 쿠폰 사용 시
7,950원
7,780원 > 최저가 2,330원
이벤트 기간 40% 할인 + 쿠폰 적용 50% 추가 할인 (중복 할인 가능)
§ 오감 §
시각, 청각, 촉각, 미각, 후각
인간의 다섯 가지 감각에서 영감을 받아 탄생한 다섯 종류의 괴물
그 괴물들이 탈출한 시설. 그리고 배신자...사이에서 살아남는 멀티 공포게임.
5인 멀티 플레이가 가능합니다. 그리고 그 중 한명은 배신자입니다.
독특한 게임성과 숨막히는 긴장감
당신은 살아남을 수 있을까요?



이벤트 기간 40% 할인 + 50% 쿠폰 추가 할인
최저가 2,330원
최저가로 만날 수 있는
정식버전 공포게임 외에도
스토브인디의 인큐베이터에서는
한여름 밤을 서늘하게 해줄
데모버전 공포 게임들을
무료로 즐길 수 있답니다!
어떤 게임들이 있는지 살펴보시죠!
https://indie.onstove.com/ko/store/incubator
§ 거기에. §
(무료. 게임잼 출품작)
짧지만 강렬한 구성, 긴장감 넘치는 플레이가 돋보이는 작품
한 남자가 한 여관에서 한 시체를 보았다.
그곳에 남은 대체 누가, 누구를 위해?
플레이타임은 짧지만 그만큼 인상적인 게임입니다.
당신을 쫓는 '무언가'와의 숨막히는 추격전은
더운 여름밤을 잊게 해주기에 충분합니다.


§ 하이드 §
(무료, 청강크로니클 2019 전시작)
누나를 만나기 위해 찾아간 집에서 정신을 잃었다.
깨어나보니 옆에는 매형의 시체
조심스레 밖으로 나가자 정체불명의 살인마가 당신을 쫓는다.
좁은 미로 같은 저택에서 살인마를 피해가며
여러 단서를 활용, 저택의 비밀을 파헤쳐야 한다.
기괴하고 오싹한 3D 그래픽과 연출로
남다른 공포를 새겨줄 게임



댓글 이벤트 !

- 참여 예시 -
공 포게임이라고
포 기하지 말고
게 임은 즐거운 마음으로
임 무를 완수해보세요!
공포게임 4행시를 댓글로 달아주세요!
추첨을 통해 5분께 문화상품권 1만원권을 드립니다
#STOVE인디 #공포게임이벤트 #반값할인 #오싹한할인 #4행시이벤트 #할인쿠폰 #댓글이벤트 #아라하:이은도의저주 #더코마2 #오감 #어몽더슬립
공 공포에 질려 게임 플레이를
포 포기하게 되었습니다
게 게이머가 맞냐 물으신다면 아아,
임 임(님)은 갔습니다
공기가 차가워진다
포로로 잡혀온지 벌써 일주일
게임인 줄 알았던 공포의 시간이
임박해오고 있었다.
공 포게임 재밌어요
포 브스 선정
게 이머들의 마음을 사로잡은
임 진록2 조선의 반격
공감이 되실지는 모르겠습니다.
포기하지 말아주세요.
게임들, 항상 재밌게 하고있어요.
임원분들 이벤트를 열어주셔서 정말 감사해요.
공 : 공포게임을 즐기고 싶다구?
포 : 포상도 오지고 지리게 받으면서?!
게 : 게임도 포상 받은만큼 즐겁게 하고싶어??
임 : 임마! 그럼 여기로 왔어야지!
공 대다니고
포 병부대에서 군생활중이다 현재 사지방에서
게 임하고 싶었지만 행보관께서 찾아오시더니
임 마! 여기서 뭐해 가서 일광건조 안해? 라고 하시더라 살려주세요
공 공수레 공수거.. 할아버지가 남기신 마지막 말이었다
포 포슬포슬 내리는 비 사이로 먼 여행을 떠나신 당신
게 게슴츠레 눈을 뜨고 떠올려 봅니다
임 임진강의 노을이 지고 나의 눈시울은 붉어집니다
공 : 공포냐?
포 : 포기하고싶냐?
게 : 게임인데?
임 : 임마 참아!
공 공포게임 별거아니지
포 포부를 크게 잡아보려구
게 게임에서 공포게임 다들 한번식 사잖아?
임 임자 만났다 생각하고 맞서싸워! 도망치지마!
공 부하다가
포 가 너무먹고싶어 편의점을 갔다
게 섯거라하는소리에 뒤돌아보니
임 몸이없는 귀신이 쫒아오고있었다
공 허함에 사무치며 당신을 떠나보낸지 어언 4년이 지났구려
포 승줄에 묶여 끌려가던 당신의 모습이 아직도 눈에 일렁이오
게 아무리 부부는 죽을때까지 함께라지만
임 자, 이제 그만.. 나를 놓아주시오..
공: 공기가 싸늘하다..
포: 포기란 없다 앞으로 전진한다...
게: 게임이라지만 식은땀이 흐르기 시작한다....
임: 임마! 전기세 아까우니까 에어컨좀 끄고해라!!!!
공 포게임은
포 탄이 빚발치는 전장보다
게 게이들이 서식하는 헬스장보다
임 임전무퇴
공:포게임은 시작되었다
포:기해라 애송이 도망칠수 없다
게:임은 이미 시작되었어
임:전무퇴의 정신으로 이겨내라
너무 재미있어 보여요

공 격을 나설 땐
포 토캐논을
게 이트웨이 뒤쪽에 짓고
임 전하자
쿠폰은 좋지만... 공포게임은 잘 못해요 ㅠㅠㅠㅠㅠ
공 공포탄
포 포도
게 게임
임 임꺽정
공 허하다
포 기하고싶은데
게 임을 한번 한 순간
임 시저장 따윈 없다 켠김에 왕까지
공 공포게임은
포 포기하고싶음
게 게임임에도 무서움
임 임파서블