
12/12
10*14 = 140
100*12 = 1200
1000*0 = 0
3000*1 = 3000
5000*2 = 10000
10000*1 = 10000
24340-3000 = 21340



Today's capsule is in the red.
It ends with one 1,000 won.
Capsules aren't coming out... and it's said to snow... It's a complicated day in many ways.
I hope for a jackpot tomorrow...


Visual novel game adapted from a dream, <Esha> Artrenya Interview
Notice: The developer interview series may contain some key content related to the game's in-game images and story. Please be aware of spoilers for those who are new to the game. The developer interview series may contain some content about scenes in the game or story development. If you do not want spoilers, please keep this in mind.
The photos and interview content used in the interview were provided by the creator through Discord, etc. Please feel free to contact us for interviews regardless of the platform. (Available in real-time interview or questionnaire format depending on the creator's preference!)
Interview : Q (hashiruka48) / A (Artrenya)
Game Title : Esha
Genre : Visual Novel
Creator : Artrenya
First, please give a brief introduction of the developer (or team).
Hello. I'm Artrenya, the developer of my second work, <Esha>.
What was the motive or inspiration for creating the game <Esha>?
The story of <Esha> is part of the content of a dream I had. I thought it was good content, so I adapted it and produced it.
If you define <Esha> in one sentence, what kind of game is it?
If I were to define it in one sentence, I would say, "A game that made me think a lot."
What kind of character is the core concept of the game, “The girl who fell from the sky”?
I wrote that she was a girl who fell from the sky, but this girl's identity is Tina. Tina fell from the sky and appeared before my eyes, so I created the concept of "a girl who fell from the sky."
How does the player journey with Tina?
Their journey is a journey to return home, and sometimes they get caught up in certain events, and sometimes they rely on each other to journey together.
What genre does this game belong to? (e.g.: Adventure, Story-based, Puzzle, etc.)
During the game planning stage, I tried to implement choices with a reasoning gimmick, but for various reasons, it is now a story-based visual novel.
What are the most important features or attractive points of the game play?
I remember the character's expression preset that was not in the previous work. In <Esha>, the character's expression changes according to the flow of the story. I also wanted to break away from Ren'Py's unique basic UI. I don't think it's perfect, but I think it turned out well.
How did you set the worldview or atmosphere that <Esha> contains?
As I answered in the previous question, it is part of the content of an SF dream. Using that content, I first set the overall temporal and spatial background, and divided the layers into zones as obstacles in Tina's journey home. After that, I set the rest through various thoughts.
Which platform will the game be released on? (PC, Mobile, etc.)
It will be released on Stove, a PC platform.
What is the current development progress, and when is the expected release date?
Development is nearing the final stages, and we are currently proofreading for typos. I had a hard time because there were more typos than I thought. The expected release date is December 22, 2025.
I'm curious whether you are developing alone or as a team. If there is a division of roles, please introduce it.
I'm developing it alone. I was in charge of everything except the images.
If there are any special production tools used, such as generative images/AI, please explain.
The background images and some CGs currently used in the game use midjourney, and the characters and some CGs use Novelai.
SUNO AI was used for the sound, and AI was used differently from the previous work.
In what direction is the character design in the game being worked on?
First, I imagine a character design that suits the game. Then, I use Novelai to extract characters until a result similar to that character design comes out. That's how Tina came out.
What is the most important part of the story composition?
While writing the story, I thought about whether there were any contradictions and whether the characters' words and actions were consistent. This part was difficult.
What emotions or messages do you want players to feel while playing the game?
This is difficult to answer. At least, I hope they don't feel the opposite of the emotions I intended.
What was the most difficult part of the development process?
Writing the story was difficult. Even though it was part of the content of a dream, it was difficult to find contradictions or adapt it.
In what direction is the OST or sound design of <Esha> being prepared?
It was produced using SUNO AI. I used AI to create sounds that were appropriate for the situation and background, but it was difficult because it didn't come out exactly as I wanted.
Do you have any future update plans or additional content ideas?
Since the story has ended, I don't think there will be any further stories.
Finally, please give a message to those who are waiting for the release of <Esha>.
Thank you so much to those who are waiting for and supporting the release of <Esha>. It's not perfect, but please take care of it.
#에샤 #하늘에서떨어진소녀 #인디게임 #비주얼노벨 #스토리게임 #스토브인디 #국산인디게임 #1인개발 #게임개발자인터뷰 #SF스토리 #꿈에서시작된이야기
#ESHA #IndieGame #VisualNovel #StoryDrivenGame #NarrativeGame #SoloDeveloper #IndieDev #SFStory #GameInterview #StoveIndie #DreamInspired
#エシャ #インディーゲーム #ビジュアルノベル #ストーリー重視 #ノベルゲーム #一人開発 #ゲーム開発者インタビュー #SFストーリー #夢から生まれた物語 #STOVEインディー
#独立游戏 #视觉小说 #剧情向游戏 #叙事游戏 #单人开发 #游戏开发者访谈 #科幻故事 #梦想改编 #STOVE平台


The one I caught 4 times (above) was caught last week, and the one I caught 6 times was caught today (below),
why is it that the one I caught 6 times has a lower difficulty and combat score? I'm embarrassed because this is the first time I've seen such an idiotic standard.
Did you mess with the scoring method today?
How can the one I caught 4 times have a higher difficulty/combat score than the one I caught 6 times?
Why!!!
Both have no chains or shields, the rest of the deck is the same, and only 3 copies of Kasi's Dice Trick and Fraudulent Resolve are different.
I was going to catch it about 7 times, settle in Master at 1 million, and quit, but are you telling me to quit right away?
Don't even come near the Great Rift unless you spend your life on Chaos 100 and secure your human rights with chains~?
Did you nerf the damage bonus because you won't raise the score no matter how much you catch it?




Link : https://store.epicgames.com/ko/mobile
Game Title : <DeadCell>
Genre : 'Metroidvania'
Epic Games (Mobile) limited until 1 AM on the 19th
That masterpiece 'Dead Cells' is being distributed for free!



All users around the world are saying it's awful and want it deleted
What kind of guts do you have to keep your mouth shut?
Is the purpose to prevent user duplication and prolong gameplay?
You monitored the Codex reroll bug in the community and fixed it in 2 hours
Why is there no response to the Door of the End, which has been mentioned in every global community?
Did you add it just to screw over the users?



Today's capsule is just average.
I got one 3,000 and two 1,000 ones.
It's only mid-month... I wonder if my luck is about to come.
I hope for a jackpot tomorrow...


Last weekend~Monday, I spent 3~4 minutes loading with one card due to the Great Rift bug. I started in the morning and finished in the evening.
(If you look at my previous post, you'll see that I was so angry that I wrote a suggestion ㅋ)
I was barely in the top 200 with 910,000 points on Monday, but now I'm going to be submerged.
Looking at the rankers, they're all inflating their scores with Shackles of Obsession, so I realized that you can't get Master without Shackles.
Since Monday,
I've been running the Blue Jar non-stop without doing Sweet Dreams or the 0 Lab,
I'm afraid of running out of resources, so even in hopeless situations due to Flash, I catch the 1st floor boss and escape,
I've been mindlessly running both my main and alt accounts (even if I fail, it's at the 2nd floor boss), and even conservatively, I've cleared it more than 60 times,
and finally saw Shackles of Obsession once on my alt account this morning. But Shadow Charge is only 1.. S...sigh
I've been running the 0 Lab like crazy and saved up 5,000 resources to reroll Zero, but my main account is running out. I think I'll run out of units soon,
and I'm suddenly feeling a strong sense of 현타. You didn't fix the bug quickly and left it alone,
'What the hell am I doing?'
The necessary Flash is fixed, and you have to match the card duplication 2-3 times + the faction items that don't drop well,
and you have to satisfy all of that at the same time.. What the hell is this really
Are there any developers who are above 900,000 points in the Great Rift without Shackles?
Anyway, I raised all Chaos to 30 on my main account, so all the common items are open, but on my alt account, all 5 common items are not open,
and it seems like the account without common items open comes out faster.
How did you design the items so that people who work hard are at a disadvantage? I want to swear
So let's increase the probability even a little
in the Blue Jar
Common Weapon 5 / Defense 4 / Accessory 7
Legendary Faction Equipment Chaos 5 / Mutant 6
Since the probability of legendary items is higher on the 2nd floor,
transform the dimensional tunnel on the low probability 1st floor, build the deck quickly,
and quickly cover 9 pieces of equipment for 3 characters with *common* legendary items in the store
On the 2nd floor, you should skip the dimensional tunnel and focus on events as much as possible. I've never seen a faction item from the 2nd floor boss
Eat as many rare~legendary items as possible from Chaos events, and if there are no such options, eat them by fighting..
Places where the items that come out when you fight in the event change
- It seems to be about the Altar of Chaos, Mad Artist, Chaos Judge, and Mad Quiz Show?
I'm doing that..
Yeah, no way~ Nothing comes out?
It's a necessity for the Great Rift, so I can't raise the drop rate, but I can't help but think that it's been lowered instead
Really nothing comes out.
Even if I fail, it's at the 2nd floor boss
Are you telling me to do this hundreds more times because of an item that doesn't come out even after clearing 60 games? ㅋㅋㅋㅋㅋ
Ah.. I really want to quit, but I'm still holding on.
Raise the faction item probability a little.. Give me more options
And if you clear the same Chaos 10 stage in the Chaos achievement reward, the lower difficulty achievements should be automatically cleared. Do you have to clear each lower difficulty again?




Your weekend...
1. Happy
2. Fun
3. Fulfilling
The way to spend it is...
Drum roll!!!
"Just Play the LostArk".
#로스트아크 #로아 #7주년 #로아Winter #로라온 #가디언나이트 #용기사 #좋아해 #굿바이_1부 #반가워_2부




Island quests, rapport quests, story quests, etc.
It's really too good to only enjoy once.
But creating a new account and a new server means giving up everything I've worked on, so I can't bring myself to do it!
Let me do the expedition quest again with a sub-character!!! I can't accept that newbies are skipping the Nineveh and Khadan quests!!




일단 오래하지는 않았다..
대략 30분정도 해봤는데
전체적으로는 일종의 퀴즈형 점프게임이라고 볼수 있을듯한데
일종의 우리나라의 옛날 설화(?)들을 기본으로 간단한 기믹을 풀어가면서 전진하는게임인듯하다.
일단 첫번째 기믹이 까치와 뱀 설화 같구..(뱀을 잡으면 까치가 길을 만들어준다.)
두번째가 호랑이랑 곶감 (곶감을 떼서 호랑이를 주면 전진할수 있다.)
세번째는 도깨비 방망이 (이건 그냥 도깨비 방망이 찾는 아주 간단한 기믹..)
등으로 이루어져있다.
솔직히 엄청 참신한거 같진 않구 간단하면서 걍 시간때우기용겜인듯하다..
가장 기억에 남는건 죽을때여주가 남기는 비명이 아주 기가 막혔다고 할수 있다.
그래픽적으로는 5점 만점에 2점
사운드면에서는 5점 만점에 3.5점
내용면에서는 5점 만점에 3점
줄거 같다. 개인적으로 죽을때마다 다시 첨으로 돌아가서 똑같은 기믹을 계속 반복하게 하는건 조금 수정하면 좋지 않을까 싶다.
어쨌든 나름 구태의연한 참신성이 느껴지는겜이었다.


후기 잘 봤습니다.