Info about The World is Your Weapon:

Official game description:
  
**Wells, pitfalls, houses, villagers, monsters (!?), anything around you can be a weapon! The World is Your Weapon "ぶきあつめ" is an action RPG that you've never seen before, you can fight with all the objects you see in the game.**  
Get money and EXP to level up your character, explore the world to find the strongest weapon. There are more than 300 kinds of objects that can become a weapon. Aim to complete the weapon gallery!  
**TIPS**  
*   Walk through the map and pick up various weapons. However, spec of the weapon is unknown until you use it.  
*   When you attack the enemy with the weapon you picked up, you can see the effect of the weapon. Enlist weapons in the weapon gallery.  
*   Sell weapons you don't need anymore at your own weapon store and make your store thrive.
**Have a nice adventure!**

Release date: 27 Jun, 2019

Categories: Action RPG, Exploration, Resource Management, Single-player Story, Turn-based Combat, Collection Game, Shop Management, Environmental Combat


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Unique, Fun, and Creative Concept (weight 0.99): Players consistently praise the game for its unique, creative, and absurd concept, which leads to a highly enjoyable, humorous, and fun experience. The game's silliness and novelty are highlighted as core to its charm and replayability.
- Everything Is a Weapon Mechanic (weight 0.72): The central mechanic of being able to pick up and use literally anything in the game world as a weapon—from small objects to NPCs, buildings, and even bosses or the sea—is universally lauded. This mechanic is seen as innovative, well-implemented, and a constant source of surprise and humor.
- Engaging Collection and Replayability (weight 0.33): The game offers engaging collection elements, particularly for weapons, which have varied stats and effects. Players enjoy discovering new weapons, managing their inventory, and utilizing a rogue-lite mode and side quests for extended play and replayability.
- Humorous and Charming Story (weight 0.11): The game's story and dialogue are noted for their humorous, absurd, and charming qualities. While simple, the narrative is effective and contributes to the overall lighthearted and enjoyable atmosphere.
- Impressive RPG Maker Execution (weight 0.11): Despite being made with RPG Maker, the game is highly regarded for its impressive execution and unique approach, standing out as a top-tier example within the engine's capabilities.
- Good Value for Money (weight 0.08): Players feel the game offers excellent value for its price, providing a satisfying and complete experience without overstaying its welcome, making it a worthwhile purchase.

Common complaints:
- Limited content and story (weight 0.33): Players found the game's narrative to be minimal or non-existent, leading to a lack of motivation and replayability. The overall content, including the map and progression, was perceived as short and repetitive, quickly becoming boring.
- Critical bugs and save issues (weight 0.2): Multiple critical bugs were reported, especially in the later stages of the 'inner world' dungeon, leading to frequent crashes and loss of save data. This significantly hindered progress and overall player experience.
- Performance and combat lag (weight 0.13): The game suffers from performance issues, including lag and sluggishness, particularly in combat. The slow combat log and general animations further detract from the experience, making gameplay feel unresponsive.
- Unrewarding weapon system (weight 0.12): The weapon system lacks depth and incentive for engagement. Many weapons are not useful, and there's little reason to upgrade or collect them, leading to a repetitive and unrewarding combat experience.
- Imbalanced difficulty and controls (weight 0.12): The game's difficulty curve is inconsistent, with players becoming overpowered too quickly, making combat feel too easy. Some players also noted initial grindiness and clumsy controls.
- Missing Steam features (weight 0.09): Players expressed disappointment over the lack of Steam achievements and cloud save functionality, despite the presence of in-game trophies. This impacts the meta-game experience and convenience.
- Controller and keyboard issues (weight 0.09): Controller support, specifically for Xbox 360 controllers, has issues with incorrect button mappings. Keyboard controls also feel unfriendly, requiring manual adjustments for a comfortable experience.
- Poor English translation (weight 0.07): The English translation of the game contains noticeable errors and awkward phrasing, suggesting a machine translation. This detracts from the narrative and overall polish.
- Tedious completionism (weight 0.05): While the compendium offers a completion goal, some players found the process of 100% completion tedious and repetitive. Initially, the abundance of collectibles was also confusing.
- Steam version nerfed (weight 0.05): Some players believe the Steam version of the game has been 'nerfed' compared to other versions, specifically regarding durability reduction from leveling up, making it feel less valuable.
- NPC and monster balance (weight 0.04): NPC respawn times are significantly slower than monsters, and some NPCs have very low health, making them easily killable. High monster refresh rates also contribute to a slow pace.
- Generic RPGMaker assets (weight 0.03): The game utilizes generic RPGMaker assets and a default font, which makes it feel unoriginal and similar to many other games created with the same engine.
- Obstructive weapon models (weight 0.03): Large weapon models lack transparency, which can obstruct the player's view and interfere with gameplay judgment, especially when using the mouse with longer weapons.

Gameplay feedback:
- Diverse weapon mechanics & collection (weight 0.33): Weapons have diverse properties like attack power, range, elemental effects, and durability, with over 300 types available. Players can collect, sell, and upgrade these weapons, which is a significant part of the gameplay loop and completionist goals.
- Low difficulty & short playtime (weight 0.28): The game is generally considered to have low difficulty and can be completed relatively quickly, with multiple endings achievable within 8-10 hours. This suggests a focus on exploration and collection rather than challenging combat or complex puzzles.
- Key character abilities & gifts (weight 0.11): The 'sister' character provides various useful gifts and abilities, such as a flying staff for world map and combat mobility, and a net for capturing monsters. The witch character can also be used as a powerful weapon or provide a strong staff after her quest.
- Turn-based combat system (weight 0.11): Combat in the game is primarily turn-based, despite some initial confusion among players regarding real-time elements. This defines the strategic pace of engagements.
- Weapon Throw skill (weight 0.09): The 'Weapon Throw' skill, learned at the church, is a powerful ultimate ability that deals critical damage and often triggers additional attributes, though not always consistently.
- Enemy HP reduction mechanic (weight 0.08): Players can acquire specific items or utilize certain environmental features (like the withered tree) that reduce enemy HP to 1, making it easier to capture or defeat them. This acts as a useful exploit or mechanic for specific combat situations.
- Inner world dungeon content (weight 0.07): The game features an 'inner world' dungeon, which is a significant post-story challenge, but it is not a roguelike and lacks permadeath or other typical roguelike mechanics.
- Combat strategies for enemies (weight 0.05): Different combat strategies are effective against various enemy types; magic is useful for ranged damage against small monsters and bosses, while specific items like the sister's net are effective for capturing bosses at low health.
- Core gameplay loop (weight 0.03): The core gameplay loop involves acquiring weapons, exploring caves and dungeons, selling weapons for currency, and defeating bosses to progress through the story.
- Item respawn mechanic (weight 0.03): Items in the game respawn in their original locations once their durability is depleted or they are discarded, allowing players to re-acquire specific weapons or resources.
- Controversial human trafficking theme (weight 0.03): The game includes controversial elements such as human trafficking by weapon merchant sisters, which some players noted as a dark aspect of the game's narrative.
- Death and healing mechanics (weight 0.03): Upon death, players must reload their game. While in battle, healing is not possible, but players can access their inventory to switch weapons.
- Recommended temple progression (weight 0.03): Players recommend a specific order for clearing temples (Poison then Ice) to gain advantageous items like small poison swamps for bosses and a magic staff from the witch.
- Community-driven bug fixes (weight 0.02): One player debugged the game and released a patch, indicating potential technical issues or a need for community-driven fixes.
- Story: Legendary Grass-Growing Sword (weight 0.02): The game's story centers on a weapon shop girl's quest to become the best merchant and obtain the legendary 'Grass-Growing Sword'.

Performance notes:
- Screenshot key not working (weight 0.02): Players reported issues with the F12 key not functioning for screenshots, which is a standard feature in many gaming platforms. This hinders the ability to capture in-game moments.
- Web-based game implementation (weight 0.02): Feedback indicates the game is perceived as a web-based application wrapped in a browser, rather than a native game. This might raise concerns about performance or the overall technical foundation.

Recommendations:
- Game is highly recommended (weight 0.36): Many players highly recommend the game, often citing its value for the price and its appeal to those who enjoy collecting or JRPGs. Some suggest it's worth trying, especially if the initial experience is positive.
- Creative concept, repetitive gameplay (weight 0.04): The game is recommended for RPG Maker fans and those seeking a short, lighthearted experience. However, its creative concept is undermined by gameplay that can become repetitive, leading to a loss of engagement.
- Buy game on sale (weight 0.02): Some players advise wishlisting the game and purchasing it when it's on sale, suggesting it offers better value at a reduced price.
- Desire for a sequel (weight 0.02): A player expressed a strong desire for a sequel, indicating satisfaction with the game and interest in future content.
- Quickly addictive gameplay (weight 0.02): One player noted that the game can be addictive within the first few minutes, suggesting an immediate hook for some players.
- Play RPG Atsumaru version (weight 0.02): One piece of feedback suggests playing the RPG Atsumaru version instead, implying a potentially better experience or alternative platform.
- Specific save point advice (weight 0.01): A specific gameplay tip was provided, advising players to save on the surface before acquiring the last weapon in the underworld. This is a very niche, low-importance point based on limited feedback.

Other player notes:
- Absurd RPG concept (weight 0.06): The game is characterized as an absurd RPG, with its Chinese and Japanese titles emphasizing the 'anything can be a weapon' aspect. This highlights a core, unique mechanic of the game.
- Demand for more content (weight 0.04): Players express a desire for more content, specifically hoping for DLC or a sequel. This indicates strong player engagement and satisfaction with the current game.
- Game's free origin (weight 0.03): The game has a history as a free Flash game on U77 and was originally released on RPG Atsumaru. This background might influence player expectations or perceptions of its value.
- Misleading genre tags (weight 0.02): Community-generated tags like 'Roguelike' and 'Traditional Roguelike' are noted as false and misleading. This suggests a misrepresentation of the game's genre by the community.

Emotions:
- Satisfaction (weight 0.25): Players felt satisfied due to the game's overall quality, enjoyable and addictive gameplay, and unique mechanics like weapon collection. The game's value for money, polished feel, and sense of accomplishment from completing objectives also contributed to this emotion.
- Amusement (weight 0.19): Amusement stemmed from the game's absurd and silly nature, particularly the humor derived from using unexpected objects as weapons and the morally questionable actions of the protagonist. The game's core joke and humorous scenarios consistently made players laugh.
- Excitement (weight 0.12): Excitement was generated by the game's unique core mechanic of being able to use anything as a weapon, its overall creativity, and the novelty of its concept. The game's ability to deliver perfectly on its premise and its immersive quality also contributed to this feeling.
- Disappointment (weight 0.1): Disappointment arose from repetitive progression, a lack of content, and the joke wearing thin over time. Technical issues like unpatched bugs, missing Steam achievements, and poor machine translation also significantly contributed to negative feelings.
- Frustration (weight 0.1): Frustration was primarily caused by repetitive progression, frequent bugs, and performance issues like lag and crashes, especially in later dungeon levels. Clumsy controls, save file loss, and a lack of clear guidance also contributed to player annoyance.
- Enjoyment (weight 0.07): Players experienced enjoyment from the game's fun and interesting gameplay, particularly the core mechanic of picking up and using everything as a weapon. The comfortable story, quirky nature, and overall breezy experience also contributed to this positive feeling.
- Joy (weight 0.07): Joy was felt due to the game's humorous freedom, unique mechanics, and the overall fun-filled gaming experience. Finding powerful items, achieving simple goals, and the game's ability to make players laugh also contributed to this emotion.
- Surprise (weight 0.02): Surprise was caused by the unexpected discovery of game mechanics, particularly the ability to pick up and use unusual objects as weapons. Unexpected plot twists and new, unforeseen places also contributed to this feeling.
- Admiration (weight 0.01): Admiration was directed towards the game's creative concept, especially the idea of everything becoming a weapon. The achievement of the author, a university student, in creating such a work using RPG Maker also inspired admiration.
- Informative (weight 0.01): This emotion was caused by players providing helpful tips and strategies to others. This indicates a community aspect where players share knowledge to enhance the experience for others.
- Anticipation (weight 0.01): Anticipation was driven by the desire to farm specific powerful weapons and the hope for a sequel. This suggests players were looking forward to future content or continued experiences within the game's universe.
- Hope (weight 0): Hope was expressed regarding the potential for future content and updates for the game. Players wished for continued development and expansion of the game's features.
- Mixed feelings (weight 0): Mixed feelings arose from the contrast between the game's strong creativity and its repetitive nature. Players appreciated the unique ideas but found the gameplay loop could become monotonous.
- Dedication (weight 0): Dedication was demonstrated by players' commitment to collecting all in-game trophies. This indicates a strong drive to complete all aspects of the game.
- Adaptation (weight 0): Adaptation occurred as players got used to the game's unique mechanics and systems. This suggests a learning curve that players successfully navigated to enjoy the game.
- Helpfulness (weight 0): Helpfulness was attributed to the convenience and utility of the 'Weapon Throw' skill. This specific game mechanic was seen as beneficial to the player experience.
- Nostalgia (weight 0): Nostalgia was evoked by the game's ability to transport the reviewer back to a simpler childhood experience. This suggests the game's style or themes resonated with past memories.
- Interest (weight 0): Interest was sparked by dungeons that required thought and provided engaging challenges. This indicates that the strategic elements of the game kept players engaged.
- Love (weight 0): Love was expressed for the game's unique weapon system and the enjoyable combat and exploration it offered. This highlights a strong positive emotional connection to core gameplay loops.
- Curiosity (weight 0): Curiosity was driven by the extensive ability to pick up various structures, backgrounds, and even floors as weapons. This encouraged players to experiment and discover new possibilities within the game.}