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Teapot Possum 님이 최근에 작성한 평가

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31-40/47개 항목을 표시 중
1명이 이 평가가 유용하다고 함
기록상 26.0시간 (평가 당시 2.9시간)
The only things I could think to want from this game are: Workshop support, private multiplayer lobbies, PvP where one side has a heaven side deck, more factions/bosses/enemies to fight (more varied fights across different runs), and a longer run with more stages (either by default, or an extended mode). Workshop and longer runs are my top two right now, but I'm sure more varied runs will rise heavily the more I play.

But notice how all of these things are basically just MORE Monster Train.

I was HARDCORE HOOKED on Slay the Spire, and that's the most obvious comparison here -some godly mix of Hearthstone and Slay the Spire with a dash of Darkest Dungeon- but this game has a secret ace to play. Power levels. Like DBZ style. Let me explain.....

Upgrades aren't small, rather they take 1 damage 1 health cards to 11 damage 11 health, or let your big damage heavy hitter get to attack a second time per turn. This means every run is more about thinking of a synergy, and what cards to make OP, and how to use the less heavy hitting ones you haven't put upgrades into. Now, I'm sure this seems like just upgrade strong cards do high damage at first blush, so let me talk about a lower damage card for a bit. (Also for scale, an example of a stronger card is a beast that can be upgraded in a way that it does 50 damage per turn and has 75 health).

Those 1 damage 1 health cards? Imps. They do almost no damage, but give buffs when you initially play their card, you can sacrifice them with some spell cards in exchange for powerful effects, and they take the minimum possible space on a lane. So do you use them to buff other creatures and sacrifice them to cast powerful spells, or do you buff them all and fill a lane with a bunch of attack instances to deal with shields? Or do you instead leave one on each lane and use spells and artifacts to reuse their summon effect? Do you use fireballs on the enemies to clear out the weaker backline enemies, or do you use them on your imps after they use their summon effect to clear the lane for more space? Do you combine upgrade imps not for more damage and health, but for zero mana cast? Do you combine that with a deck that lets you draw lots of cards every turn? Or do you focus on just imps that give you energy when they're summoned as a way to farm mana for big creatures, and then clear them out with sacrifice cards that let you draw MORE cards AND give you mana? ORRRR, do you completely ignore all of that and instead make them take up more space but do damage in the 20-30 range and instead expand your lane size to use 3 of them, so you have mid damage/health units that also have the advantage of buffs on play AND you can use occasional spell cards with them for maximum balance and maximum flexibility? And this is just all synergies with one type of card. Did I mention I only have 3 hours on this game, didn't use imps almost at all, and still could pick up on these possible ways to use them? Now that's some good game design right there.

All of those synergies have different levels of upgrade investment needed into the imp cards themselves, vs other cards you have, so some runs you might hyper focus on them, and others you might upgrade a lot of things just a little, or specialize heavily in just a few types of cards. The number of viable ways to invest in your deck is a little staggering for how intuitive it is.

This all adds up to give that power level feeling I was talking about; between every battle you will drastically increase what your units can do and how you can use them. Notice I didnt say drastically increase health or damage, because while that's pretty universally true, that's not what makes this special. What DOES make it special, is realizing that when your plant monster unit goes from 3dmg 3 times to 23 dmg 3 times, they're now useful for not only breaking shields and bleeding damage through a small enemy, they're also now good for dealing with larger health single enemies, AND dealing with long lines of small enemies above 5hp (5 is very common for small enemies). This means they not only do more damage per turn, but are far more flexible in how you can use them to deal with the unique threat posed by your current enemy's traits.

So, how do they balance against these massive increases if you're not scaling enemy health up by nearly as much? Well, they throw more things to deal with at you. It's brilliant. Seriously, like I'm a little envious of the execution and I don't even make games brilliant. You have more synergies you can make on the fly, and more raw damage to take out enemies, so they give you more enemies which poses different modifiers, and on different lanes at once, and with shields, and armor, and bombs, and debuff casters, and etc. You're constantly given these little puzzles to deal with, expanding in number and threat, but also more tools to deal with them.

So why does this feel like DBZ power levels? Because every single time you upgrade something between fights you can think of off the top of your head how many problems that unit or spell can now solve for you. You feel more capable. 1 damage to a 1 health enemy feels the same as 10 damage to a 10 health enemy after big number syndrome wears off, but being able to kill 3 enemies of a bigger weight class than before, while enemies begin giving you debuffs on death, that feels like getting stronger and taking a threat of a different scale from before.

My only real concern, is if they do end up extending runs, how they'll manage dealing with scaling considering it is designed in such a deliberate and careful way. But honestly, considering how clever this design is, and how smart all the shop upgrades are, and how clever and original a lot of the artifacts effects are, I'm nearly positive they can handle it.

TL;DR It's been a very long time since I've been so impressed by a game's design. If you like Hearthstone, Darkest Dungeon, and Slay the Spire, or even JUST Slay the Spire, I really highly recommend this game to you.

Final note, at the time of writing I only have 3 hours in the game, but I have beaten a run. So it may get too repetitive or reveal itself to be a little too easy with more time, but honestly if those do turn out to be its sins I'd still consider it worth a buy.
2020년 6월 5일에 게시되었습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
2명이 이 평가가 유용하다고 함
기록상 2.2시간 (평가 당시 0.6시간)
It has a simplicity and charm I haven't felt since PS2 titles. All I can really think to say is that it has a warmness to it that comes from older game design.
2020년 3월 10일에 게시되었습니다. 2021년 1월 11일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
5명이 이 평가가 유용하다고 함
기록상 19.0시간 (평가 당시 16.3시간)
One of the most fun games you can play with friends, and now Steam-stream brings it online. Hope there's a sequel someday.
2020년 1월 18일에 게시되었습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
1명이 이 평가가 유용하다고 함
기록상 10.7시간 (평가 당시 7.3시간)
The spell customization is the main attraction, and it lifts the game up so well you won't notice a lot of the flaws nearly as much as you would in another game. Though some of the spells feel a little underwhelming, or flat out not worth taking, there are enough good ones to keep you chasing more unlocks from the shop, and testing combinations till you drop.
There are a fair few number of interesting relics to go through too, but you get them at a pretty slow rate for how short runs feel. I think if wants to keep such a scarce system it would at least benefit from a mechanic like the one in SYNTHETIK, that allows you to select a limited number of weapons and items and increase and decrease the chances of having them appear in runs. Maybe something as simple as a boost to the spawn rate of arcanes and relics related to heat/wind/etc in shops.
That all said, there are a few things that REALLY ate at me while playing -so lets hop into those.
There is a very very clear effort on the part of the devs to add good telegraphing to not only enemy attacks, but also abilities finishing cooldowns, the problem is the telegraphing just blends into the chaos of it all most of the time. Part of this could be solved by making the cooldown for each slot make a very distinct sound when said cooldown finishes, and adding a slightly different (though still complimentary) art style to the UI that pops from the background more -preferably in a slightly higher pixel count if that's something the artists are willing to do.
Talking about fixing the enemy telegraphing problem gets more into the meat of my issues with the game. This is going to be roundabout and long-winded, so bear with me. In a word, the solution is "Hades". Hades does a lot of the same things as this game, but the difference feels night and day due to some very small tweaks to the execution.
First off is room size and handling obstacles.
Hades gives you a chance to dodge the traps when you trigger them, and giving you this split second to react makes you feel less cramped as well as more skilled by offering that recovery window to preform an action. Falling into pits or stepping on spikes in Wizard of Legend just feels annoying while avoiding them doesn't really feel rewarding either. This becomes especially apparent when you're on a tiny platform absolutely covered in enemies. The gaps don't feel like they really add anything to the gameplay. Worse still, the rooms already feel cramped without them. This is where we get back to that enemy telegraphing fix. In Hades it feels like it's very easy to deal with the number of enemies in a given room because of how spread out they are, and how much space open in the room to dodge away when you feel too much pressure at once. Maybe there's something to be said about the types of enemies Hades groups together in rooms too, and some other details that I'm either not thinking about at the moment or that happen behind the scenes. However, simply making the rooms 200% in size would make the game much more reasonable to read, and make focusing on select enemies more realistic of a task.
The next thing that makes Hades so much more engaging is the difficulty progression for the enemies. Not only do enemies take more hits later on, but they begin getting stagger-preventing armor more often, having more complex versions of earlier attacks, adding toxin effects that have to be cleansed by things in the room, etc. It scales by asking more of the player, and it asks them to do it without flaws for a longer/more intense period. It can do that because dodging/countering enemies feels extremely clean in Hades. Wizard of Legend doesn't feel anywhere near polished enough in its "60-second loop" to really attempt that, and it offers nothing nearly so compelling to the difficulty progression.
If they could fix all of what I've mentioned for "Wizard of Legend 2" I'm not sure how many hours I'd lose to it, but it would be one of my higher time-sinks for the genre. That may sound surprising, but the spell system really does bring it close to greatness. Throw in a touch of synergy between your attacks, and a little deck-building style progression to getting relics that work well together, and it could very well be a "Hades" or "Slay the Spire". But as it stands it is a very interesting concept with a fun magic system that sours after a while from cramped rooms, and enemies not designed to be as engaging as the groups of 1-4 in Hades, nor as clean of an oppressive series of constant attacks in Enter the Gungeon.
2020년 1월 18일에 게시되었습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
1명이 이 평가가 유용하다고 함
기록상 41.7시간 (평가 당시 5.2시간)
앞서 해보기 평가
2,500 hours on WF, 2,300 on Insurgency, 1,200 on R6:S. Though I have nowhere near as many hours in rogue-lites, even in combined hours, I think I would call it my favorite genre. I have played many, from Vagante to Spelunky and SYNTHETIK. This however, is something quite special even at the early access release. The amount of dialogue and story baked into this game is something I've never seen in a rogue-lite this pure of genre. The upgrades and power-ups feel significant, and give the same feeling as building a deck in Slay the Spire. The synergies you can make are extremely satisfying -and yet seldom but for a single room or at most two do I feel overpowered. The long term upgrades are some of the best I've seen too, though I very much wish there were more, this is early access and I'm sure there will be later on.

If this game continues to grow at this quality and level of content (perhaps adding mod support or adding a DM mode or level build/share function for longevity), I think this will become my favorite rogue-lite. The previous games in this studio are excellent, but I wasn't really captured by them the same way as this title; I didn't much care for Transistor's combat, and Bastion was charming but didn't engage me on a second run. This game looks to set a new standard for not only the studio, but for what a rogue-lite can be, what it can do, and how stories can be told in them.

If there is any DLC, so long as it is consumer friendly, I'll buy it just to support the studio. When I have more money I will certainly be gifting copies to my friends who like the genre. I honestly haven't wanted to recommend something this much since Witcher III. If it looks at all engaging to you, get it -and if that turns out to be a mistake you made on my recommendation, come write an angry comment to me.
2019년 12월 23일에 게시되었습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
2명이 이 평가가 유용하다고 함
기록상 181.1시간 (평가 당시 30.8시간)
Out of the literal hundreds of games I've played on PC and consoles throughout my life, this is one of my absolute favorites. At least top 20. Early Access, but could release today and be more feature complete than most projects ever get.

The customization is decent, but rapidly expanding. I expect by the end of development it will be monstrous. Aesthetic customization is already shockingly expansive. The classes all stand well on their own, but also benefit each other in very puzzle-piece like ways, which keeps solo play from being a pain, while also making co-op shine -a hard balance to strike.

The enemy variety is really nice, although if I'm being honest I would love for them to pour even more resources into adding more, just because of how much it adds to the experience.

There's an endgame being built right now, which is an interesting concept for a game that plays like L4D in a high poly minecraft version of Starship Troopers, but it honestly makes a lot of sense. I'm definitely looking forward to raidlike endgame. Who knows, maybe they'll add raid-style bosses too.

If you like L4D, co-op, or the game looks even mildly interesting -buy it. Don't hesitate, buy it. I can't imagine regretting this purchase if you're at all interested in it after watching the trailer.
2019년 10월 23일에 게시되었습니다. 2020년 11월 27일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
3명이 이 평가가 유용하다고 함
기록상 2,539.7시간 (평가 당시 0.3시간)
>>>REVIEW IS OUT OF DATE AND IS CURRENTLY BEING REVISED FOR LIGHTFALL<<<
Many of the issues brought up in this review have been addressed, and different issues that were not present before are now more relevant. If nothing else, rest assured that how out of date this review is reflects on how well Bungie listens to feedback. I will update this review once I can figure out how to properly fit in acknowledgement of the fixes, as well as current issues that have cropped up. I am tentatively leaning towards changing this review to positive, if that helps anyone reading this.

Game costs money per expansion, but that content can be cut at any time. Game is a massive grind. For gear, for weapons, for mods, for armor. The activities are very repetitive, so are the enemies you fight -and so are some of the bosses. I wanted to love this game, I really did, but all of these issues piled on top of each other just kill my enjoyment.

Update 1: I've gotten back into the game, and there have been some improvements. The grind feels more approachable, and the level of buildcrafting feels much improved. Yet, I still have some major issues. The content that you can buy is very vague about what it includes, and until you've been playing for a while you won't really have a feel for things that are roped off by things like the season pass. The vaulting system is still pretty brutal, as the amount of content currently in the game without paying for everything currently available feels.... lacking. Even so much as not having the current season pass makes playing feel less like a free trial, or free to play version, and more like a "try out the gun-feel" mode.

That said, I've bought the current season + the last expansion far after the fact for $25 total on sale, and it felt pretty nice for what I got. It gave me a good chance to see that the seasonal events and new systems that they've added feel far better than before.

This brings me to what I really want to talk about, and that's what it would to take to make being a player who plays content on release worth while, because that's what most people would want to do if they played this, and the free2play part of the game is more like an extremely limited demo that never gets updated (in fact it's had content constantly removed).

So, the next expansion is $40. Not bad as a yearly investment, right? Wrong. You need to AT LEAST get the $60 version realistically, because the seasonal content is what you will spend most of your time every year doing, and the expansions include new systems (like the entire stasis subclass) that the game feels incomplete without. That version is $60, and if you buy each season as they come out it becomes $10 each. Now before I would have felt very uncomfortable with this, as it basically asks you to trust that Bungie will make good seasonal content ahead of time. And before I would NOT have had that trust.

So is that trust there now? Sort of. The last year of content had story every week with the seasonal stuff, the modes were fun, and quests were actually pretty fun to play with my gf. So then what's the problem? Well.... there's another version of the next expansion, the one that you're actually supposed to buy. The $80 version also comes with two new raids coming later this year. We have no idea what they'll cost if we wait to buy them later, assuming we can buy them later on by themselves. $10 is a lot to ask for a single raid, so I'm already on the fence about that, but then we have the 30th anniversary raid that comes with a little bit of other stuff like armor sets. That one costs $25 by itself. So much of this content is being promised, and cut up into pieces and sold to you. Not to mention the game also has an in-game premium currency that still can't be earned to my knowledge, and it sells $6 skins. Transmog system that they just added? 10 things can be earned free per season before you have to start paying money for that too.

I'm sure you're starting to get the issue. If I were to boil it down, I'd say that though $105 a year isn't much to have to spend on an MMO style game, but I feel like when I spend money on the game it's because I HAVE to, not because I WANT to. In fact, to lay my cards on the table here, I'd probably spend over $105 if they just made things like the 30th anniversary and those two raids just free additions, and made transmog give us the ability to earn weekly amounts of like 3-5, with the ability to just buy those 3-5 instead. Just small changes. Give us the chance to earn a tiny amount of premium currency per week or month. Or make the items available for a high amount of bright dust (non premium shop currency with very limited use).

Back when I played it all the time, I spent around $120 per year on Warframe. It felt good to support the devs. Opening my wallet felt like giving back in thanks for what they made. Opening my wallet for Destiny 2 just feels.... like an unnecessary leap of faith every single time, with microtransactions sprinkled on top.

So what could make that all worth it? Give me an LFG for Dungeons and raid INSIDE the game. Give me a loadout manager INSIDE the game. Give me more tools to organize my vault, and more space to hold things in it. Make legendary guns feel more unique so there's a reason to care about anything other than my exotic weapon choice. Build up a long reputation of good seasonal content and raids. Make raids $10 individually when they come out, not just in this version of your yearly expansion. Make a version of Nightfalls that isn't the same map every week so that I can have variety without having to do strikes (because they're far too easy at level cap). Stop making me give up build variety just to equip mandatory mods to stop champions -I hate not being able to use one or both arm slots for armor mods becuase I need the bow and auto rifle mods that let me deal with champions. Let me just select 2 of the weapons from the artifact itself to enable. Give Ada and Banshee more mods per day at their shop for the love of god. Do these at the very least, and I'd say I'd be more than happy to pay $60 for the yearly seasons + Expansion, and I'd feel far less gross opening my wallet to buy individual raids. Give me an LFG system and I'll have more reason to play them, and more content to spend time on whenever I log on and don't know what to do. Give me loadouts so I can spen less time editing my gear and more time swapping between raids, Crucible, and Gambit when one gets boring.

My last request was to make the campaigns in the expansions feel more substantial and replayable in the way Halo or Doom are, but they say Witch Queen is going to do that, so we'll see how it turns out.

If they can do all of that, or enough of it to change how I feel, I will update this review again. I'm cautiously optimistic that they'll get me to change this review from "do not recommend" to "recommend" by the end of 2022, they seem to be going in the right direction. But they have to build that trust that this is worth investing time in. Because if I don't know that I'll still find this game worth investing into in a year, I'd rather invest into something else like FF14. This is a long term game, and I have to trust that it'll respect my time and money.
2019년 10월 1일에 게시되었습니다. 2023년 4월 7일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
2명이 이 평가가 유용하다고 함
기록상 29.6시간 (평가 당시 4.3시간)
앞서 해보기 평가
Let me start by saying this game already has a wealth of content and secrets for a game that has just entered early access, and I have no doubt that the game will expand into a monster of a game that will pull you in and never let go. From hidden features like alchemy, an overworld with multiple secrets and biomes all their own, special effects from drinking obscure liquids and types of blood, and tons of locations you can but don't need to visit in the depths, this game WILL become something every bit worth your money by the end of early access.

I very much love this game, however I can't help but feel a couple of gripes. Luckily, this is early access, so I have no doubt regardless of my input many of these would be fixed -not just because this is early access, but because the game started early access in such a good state to begin with. However, I'm going to voice these in the hopes that a developer sees this and uses it as feedback. I will revise this review as the game progresses as notable additions are made.

To start, I'd like to praise the procedural generation, it's some of the best at designing levels I've ever come across, and is often the bane of other games that attempt similar things. As well, the spell building system feels very enjoyable. I expect that both of these things will be expanded upon, and simply make the game more rich with every new possible combination.

Now onto the gripes. Lets start with variety in the starting couple areas. Unlike most games, the environment itself feels pretty fresh every time, however due to the challenging nature of the game, it is seen quite often, so any of the less varied components to the gameplay are bound to start wearing on the player. These take the form of the enemies, and the starting wands. While I'll get into my concerns with the enemies in a bit, I think the wand issue is simple enough to fix. Make a pool of low level spells, and randomly add them into a third or even fourth randomized wand with low stats on said wand. This means you have bombs, and one reliable wand each run, but you also have one or two interesting but fairly weak wands to mess around with. Or, alternatively give a random selection of 5-7 lower level spells plus the starter bolt, and allow the user to pick 2 or 3 of them (including 2 or 3 copies of the same spell) to build their starter wand at the beginning of each run, thus keeping only two wands, but still giving some variety while retaining that reliability.

Next, the enemies. For one, I feel like there needs to be more variety in the kinds you find in each biome, even if not all of them appear every run. Additionally, while many of the encounters are very interesting due to how differently the enemies behave, I feel like some potential is lost in not having more large enemies in all the biomes. I've yet to encounter either, but the spider creatures in the trailer and worms that eat through the ground seem like some of the more interesting things to fight. The fun of this game is very much based in the pixel simulation, so I think taking advantage of the materials in the design of enemies would be a more engaging way to do some of the combat. For example having a large spider that is metal-armor plated everywhere except the joints and the eyes. This means you could electrify the armor, shoot the eye a lot, or use careful shots to break off parts of the limbs at the joints. Having enemies that use the simulation system, or offer different ways to approach killing them seems like an idea with a lot of untapped potential, especially in the form of having larger but destructible enemies. In a game about destruction, taking apart enemies piece by piece seems very satisfying, so removing limbs, or breaking through layers of armor feel like they'd fit more with the destruction that makes interacting with the environment so much fun already. If nothing else making a couple large apex predators that roam around biomes as mini-bosses sounds fun -perhaps they could even get stronger and larger, or develop additional traits by eating other enemies in their biome.

Aside from those main two concerns, I also have a couple lesser ones. Some of the spells, and especially some of the perks gotten from Holy Mountain between biomes, feel very unappealing. Electric immunity feels useless when Electricity exists, More Love feels like a debuff, and Vampirism feels too weak for the amount it cuts your maximum health. I'm sure more perks and spells will be added, and I think they're a fantastic way to make the game have more variety between different runs, but I find that currently some are almost never going to be worth picking over others.

Workshop support. I really hope this game gets it.

The last piece that comes to mind is the long term variety. Whether this is added with unlockable progression that carries over between runs, multiple classes that play different ways (such as a metroid style movement and aiming system, or a character who uses grappling hooks instead of levitation, or a character who only uses items, but finds many more of them in the level and can carry more of them), or if they add random modifiers you can turn on for runs (like more enemies, only explosive wands, or higher chance of toxic enemies/lakes).

Aside from these things, I love the game, and can't wait to see where the developers take it. I 100% recommend you buy this game (at full price) if it at all looks interesting to you. And even if all my gripes go unanswered, I'm sure that with developers this good, the final release of the game will be something amazing.
2019년 9월 26일에 게시되었습니다. 2019년 10월 4일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
17명이 이 평가가 유용하다고 함
8명이 이 평가가 재미있다고 함
기록상 66.6시간 (평가 당시 9.5시간)
Let me preface by saying that I like DS, and games of similar difficulty, and also that I went into this game perfectly fine with this being a different experience to DS.

I love the idea of the combat, it's probably the most fun swordplay system I've ever played around with, but the Horrible AI, and atrocious hit and miss stealth system, there are times where groups of enemies can feel downright unfair. When a single mistake can result in a stun-lock death, the system really needs to be polished to a mirror shine. But that's not what this game was given in some of the areas it needed it. It is extremely difficult to know where you can go near an enemy without being spotted, and there are times where it feels impossible to deal with an area without using at least some amount of stealth. Fighting 2 enemies up close while 2 more off screen shoot fire arrows at you is extremely frustrating, and leads me to feel like I need to kite small groups a block away and around a corner several times in a row just to make certain fights reasonable.

All in all this is extremely disappointing because of how wonderful the combat feels when it really works. There's a part early on in the game where you fight a red ogre on some stairs, and despite the fact I got vacuumed into his hand on some attacks it looked like I should be clear of, I was still enjoying it. Why? Because it was easy to learn how far my hitbox would be pulled in from, and I could easily adapt. It was consistent, benign after I adjusted, and completely outweighed by how satisfying the combat was. If all the encounters were as polished as that, I wouldn't be giving this a negative review.

This game needs a patch I know it isn't going to get (but if I'm wrong and it does, I'll rewrite this review). Stepping on a sword when locked onto an enemy and not touching the analog stick should always work; I should always be able to tell whether I can be unseen right under that enemies nose, or he'll see me a mile away, and it shouldn't randomly fluctuate detection distance and angle from his face as he walks around; I shouldn't need to kill an enemy, retreat to the previous area while archers shoot at me through 5 walls and wait an arbitrary amount of time for them to lose aggro and rinse and repeat 5 times just to have a chance at fighting a mini-boss considering how many times I'll be retrying the fight as it is; and I definitely shouldn't get hit by archer attacks through the floor when I stand on a roof.

This could have been my favorite game of the last couple years. When it works, it feels amazing, and genuinely satisfying to get more skilled at through practice. But sadly it just doesn't work often enough for me to recommend it.
2019년 3월 26일에 게시되었습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
1명이 이 평가가 유용하다고 함
기록상 278.3시간 (평가 당시 128.7시간)
Game is fun
2018년 12월 28일에 게시되었습니다. 2021년 12월 20일에 마지막으로 수정했습니다.
이 평가가 유용한가요? 아니요 재미있음 어워드
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31-40/47개 항목을 표시 중