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发表于 2024-6-19 10:58:35
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A truly exquisite design, remarkable in both its visual artistry and product presentation!(很精致的美术设计和产品形式的设计!)
As a lighter game, I'll just provide a few suggestions regarding gameplay.(作为一款轻度游戏,在此我仅提供几个关于游戏性的建议。)
The rulebook is presented in a very succinct manner,yet there's a need to balance the aesthetic value that simplicity brings against potential practical issues that might arise. For instance, when discussing the hurry customer - removing both the customer and the good they buy from game, this can be somewhat confusing as end-game scoring involves counting the number of sold cards. Does this mean that although they're removed from the game, they're actually set aside for scoring purposes? Furthermore, when drawing customers from player’s own deck, can they continue to draw cards after drawing a customer? And if they draw a customer who can wait, where should the customer card be placed while waiting?(规则书在呈现上很简洁,但也需要注意平衡简洁所带来的观感价值与实用性上会产生的问题。比如说,会立即购买的顾客,将它和买到的商品一起移除,而在终局积分是会计算卖掉的商品数量,这让人有些疑惑,所以说是移除游戏但其实是放到一边留作计分用?又比如说,从自己牌库抽到顾客还能继续抽牌吗?如果抽到等待的顾客,那么他在等待时,需要把他放置到哪里?)
An additional concern is that the gameplay process for players seems to revolve mainly around choosing whether to draw cards from their own deck or pick up from the discard pile of neighboring players. Through this choice, how is interaction between players reflected in the game? And where lies the fun factor within this process? It's recommended to improve the game mechanics by pondering over these questions.(另外的问题是,玩家的游戏过程似乎就只是选择从自己的牌库摸牌还是从旁边玩家的弃牌堆摸牌?通过这一选择,玩家之间的互动是如何体现的?以及这一过程中的乐趣点在哪里?建议可以从思考这些问题出发来完善游戏性。)
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