Info about 大衍江湖 - Evolution Of JiangHu:

Official game description:
【大衍江湖】游戏群：74116150  
《大衍江湖》是一款武侠题材，结合经营养成，角色扮演的游戏。玩家将操控一个江湖门派；与江湖上的其他各色各样的门派打交道，或建立贸易或直接攻陷；与其他门派弟子交流，或结交或抢夺；江湖世界上各种随机事件，能获得具体好处同时也伴随着各种风险；门派传承，终有一日，将主宰江湖。  
**弟子招募**  
门派要生存自然少不了要招募弟子，招募的手段各式各样，可以通过门派发布消息，也可以派遣弟子到江湖四处寻找，甚至去掳掠关入监牢，强迫其加入；而且据说江湖上还有不少“人贩子”，有钱的话，说不定能买到资质不错的人哟。  
**功法系统**  
玩家门派弟子所学武技全由掌门自创而来，在门派设施“武楼”中，可以选择不同的招式与威力进行组合；如果有特殊能力的护法弟子，武技的威力还能得到额外提升！除了武技，内功、身法等基础功法也不能少，全靠玩家通过各种探索奇遇获得；积累优秀功法并修至圆满然后将其传承下去，门派将越来越强。  
**炼器炼药**  
玩家收集获取到各种类型的材料，可以为门下弟子打造各种装备，根据材料阴阳五行属性的合理搭配与优秀的炼制弟子，打造出的装备属性天差地别；炼制的丹药也会根据不同的药材，拥有不同的功效，是一瓶丹药拥有多种功效，还是专精一种功效，全靠玩家自己搭配。  
**江湖历练**  
门派中的亲传弟子可以被派遣到江湖世界进行历练，玩家需要控制历练弟子在江湖大地图上进行探索与形形色色的人接触；是功力大涨满载而归还是被人截杀于半路，江湖凶险，需要玩家自己选择。

Release date: 10 Feb, 2023

Categories: Management Simulation, RPG, Resource Management, Crafting, Generational Gameplay, Faction Management, Open-World Exploration, Strategic 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:
- Dedicated and Responsive Developer (weight 0.49): Players highly praise the developer's exceptional dedication, frequent updates, and active communication. The developer consistently listens to community feedback, fixes bugs, and adds new features, demonstrating a strong commitment to improving the game.
- Good Value and Replayability (weight 0.29): The game is considered a good purchase for its price, offering decent gameplay and content. Many players find it fun and highly replayable, suggesting it provides significant entertainment value.
- Strong Potential for Growth (weight 0.18): Players see great potential in the game, believing it will become even more enjoyable with further improvements. The ambition shown in its content, despite being a solo project, is frequently noted.
- Acceptable Art Style and Graphics (weight 0.16): While not top-tier, the hand-drawn art style is generally well-received and considered decent. Players are understanding of the graphics quality, especially given it's a solo developer's project.
- Support for Indie Wuxia Games (weight 0.12): A segment of the player base expresses strong support for domestic and indie wuxia games, viewing their purchase as a way to encourage the genre and solo developers.
- Dynamic World and Diplomacy (weight 0.05): The game features an interesting big map adventure with moving NPCs and allows for diplomatic relationships with other factions, adding depth to the world interaction.
- Improved Performance and Systems (weight 0.04): Recent updates have led to improved game performance, and systems like the backpack and martial arts have seen gradual enhancements.
- Pleasant Music (weight 0.04): The game's music is generally considered good or at least acceptable, contributing positively to the atmosphere.
- Sense of Generational Progression (weight 0.03): The game effectively conveys a sense of time passing and generational change, with older characters retiring and new ones emerging, which adds to the immersion.
- Active Modding Community (weight 0.03): A small but active fan modding community provides valuable support, including fan translations, which enhances the overall player experience.
- Well-Organized Data (weight 0.02): The game's internal data structure is noted as being well-organized, which can contribute to a smoother experience.
- Good Theme (weight 0.02): The overall theme of the game is well-received by players.

Common complaints:
- Incomplete and Monotonous Content (weight 0.99): Players widely report that the game feels unfinished, like a demo, with limited and repetitive content. This leads to low replayability and a general sense of emptiness, making the gameplay experience unsatisfactory and boring after a short period.
- Poor Sect Management Mechanics (weight 0.52): The core sect management gameplay is criticized for being shallow, repetitive, and counter-intuitive. Players feel forced into mundane tasks like fighting bandits for money instead of managing the sect, and key features like disciple recruitment, martial arts priority, and resource collection are cumbersome or poorly implemented.
- Unsatisfying Combat System (weight 0.3): The combat system is described as rigid, unintuitive, and lacking depth, with high randomness and limited player control. This leads to frustrating experiences, such as powerful characters being easily defeated and important disciples dying without a retreat option, significantly detracting from the overall game experience.
- Ineffective Disciple System (weight 0.3): Disciples are often ineffective in combat, cannot equip gear without specific skills, and their growth is too slow to keep up with external threats. The system for promotion, cultivation, and task rewards is weak, and their attributes are not visible during recruitment, reducing motivation to invest in them.
- Difficult Resource & Item Acquisition (weight 0.28): Players struggle with obtaining necessary materials and resources, which are often scarce and lack clear indications of origin. This makes crafting difficult and progression slow, as even basic equipment is hard to acquire, leading to a frustrating grind.
- Confusing Martial Arts System (weight 0.24): The martial arts system is confusing, lacks clear explanations, and has limited options (primarily swords and blades). Issues include automatic skill learning without priority, unreasonable creation mechanics, and cumbersome equipping processes, making it difficult for players to understand and utilize effectively.
- Poor Crafting & Equipment System (weight 0.15): The crafting system is criticized for producing low-quality items, often worse than monster drops, despite significant effort. It's also confusing due to unclear explanations for the five-element design and material placement, forcing players into trial and error and manual comparisons.
- Lackluster Tutorials & UI (weight 0.15): The game suffers from a severe lack of comprehensive tutorials and clear newbie guidance, making it difficult for new players to understand core mechanics and progress smoothly. The user interface is also reported to be lacking and clumsy, further hindering the player experience.
- Frustrating Trading System (weight 0.14): The trading system is anti-human, lacking automatic options and restricting sales to specific locations or high-affinity sects with time limits. Equipment and many materials cannot be sold, and the overall UI and interaction are clumsy, making transactions a frustrating experience.
- Annoying Mini-Games (weight 0.07): The mini-game required for obtaining advanced materials is difficult, requires quick reactions and good memory, and causes eye strain. This makes a necessary part of progression frustrating and unpleasant.
- Unappealing Character Portraits (weight 0.06): Players find the overall character portraits to be aesthetically unpleasing and suggest they need to be changed or improved. There are also too few character illustrations, contributing to a lack of visual variety.

Gameplay feedback:
- Disciple Cultivation Challenges (weight 0.45): Players find it difficult to cultivate disciples effectively, noting that despite efforts, disciples often fail missions, die quickly in combat, and their cultivation feels largely useless. This is exacerbated by the high cost and difficulty of recruiting talented disciples.
- Core Sect Management Gameplay (weight 0.33): The game is primarily a sect management simulation, focusing on recruiting and cultivating disciples, managing resources, and developing martial arts. It emphasizes long-term play with sect continuity across generations.
- Sect Leader's Overburdened Role (weight 0.27): The sect leader is crucial for the sect's survival, acting as a 'tool person' who must constantly go out to fight bandits and complete quests to earn money, food, and prestige. This often leaves disciples underdeveloped as the leader's actions don't always benefit them.
- Martial Arts Creation & Limitations (weight 0.21): Players can create and upgrade martial arts, primarily focusing on sword and blade techniques. However, the process for creating martial arts is unclear, and the game's combat system is perceived as basic, resembling a web game.
- Prestige Impacts Difficulty (weight 0.14): Sect prestige significantly influences game difficulty, directly increasing enemy strength and monster power. While higher prestige can attract better recruits and materials, it also makes combat much harder, sometimes forcing players to reduce prestige to cope.
- Complex Crafting System (weight 0.12): The game features a complex equipment and medicine synthesis system that requires specific advanced materials, adherence to Yin-Yang principles, and Five Elements alignment. Crafting divine equipment demands high-level craftsman disciples and rare materials.
- Food Consumption vs. Production (weight 0.07): There's a constant struggle between recruiting more disciples, which increases food consumption, and not recruiting enough, which leaves no one to produce food, creating a delicate balance for sect sustainability.

Performance notes:
- Limited character customization (weight 0): Players desire more options for character appearance, including hairstyles, facial features, and body types, to enhance immersion and personalization. The current selection feels restrictive and doesn't allow for unique player expression.
- Repetitive quest design (weight 0): Many players found that quests often follow similar patterns, involving fetch quests or simple kill objectives, leading to a sense of monotony. More varied objectives and narrative depth are needed to keep the gameplay engaging.
- Unbalanced combat difficulty (weight 0): The combat difficulty spikes inconsistently, with some encounters being too easy and others feeling unfairly challenging, even for experienced players. This inconsistency disrupts the flow and enjoyment of combat.
- Lack of meaningful player choices (weight 0): Players feel that their decisions within the game, particularly in dialogue and questlines, have little to no impact on the story or world. This diminishes the sense of agency and replayability.

Recommendations:
- Mixed Recommendations & Support (weight 0.74): Many players do not recommend the game in its current state, citing issues and suggesting a wait for updates. However, a significant portion still gives positive reviews or expresses support to encourage the developers, hoping for future improvements and content additions.
- New Features & Content (weight 0.34): Players are eager for new features to enrich the game world. This includes adding an auction system, treasure hunts, random events, immortal pets/mounts, titles/achievements, an arena, and more diverse enemies and weapons.
- Reference Benchmark Games (weight 0.31): Several players suggest the developers look to successful games like '天下霸图' and '太吾绘卷' as templates for improving martial arts systems and overall game design, aiming for a similar industry benchmark.
- Combat & Core Gameplay Changes (weight 0.27): There are strong suggestions for fundamental changes to the combat system, including switching to turn-based RPG, real-time combat, or auto-chess mechanics. Players also want the stamina system replaced and the core focus of the game (adventure vs. cultivation) clarified.
- Inventory & Disciple Management (weight 0.24): Players suggest various quality-of-life improvements for inventory and disciple management. This includes optimizing inventory space, categorizing cultivation methods, improving disciple list functionality, and adding systems like an escort agency or farmland.
- UI & Information Clarity (weight 0.05): Players request clearer descriptions for building upgrade benefits and direct display of monthly resource income/consumption in the UI to improve usability.
- English Language Support (weight 0.03): A specific request for official English language support indicates a desire for broader accessibility and a larger player base.
- Minor System Adjustments (weight 0.03): Minor suggestions include changing experience outings to be measured in days instead of months, indicating a desire for more granular time progression.
- Current Priorities (weight 0.02): One reviewer noted that optimization, balance, or graphics are not the current priority, implying that core gameplay and content are more critical at this stage.

Other player notes:
- Need for Polish and Clarity (weight 0.18): Initial feedback suggests that while the game has playability and a good foundation, it needs more attention to copywriting, UI, and help documentation to improve the player experience and clarity.
- Early Access State (weight 0.06): The game is recognized as being in early access, which implies ongoing development and potential for significant changes. This context is important for understanding player expectations and feedback.
- Character Diversity Needed (weight 0.05): Players suggest that character portraits could benefit from more diversity, indicating a desire for a wider range of visual options for in-game characters.
- Suggestions for Progression (weight 0.05): Players have offered specific suggestions to improve game progression, such as adding overpowered skills for easier entry and unlocking more building positions over time or in multiple playthroughs.
- Conquering Sects is Fun (weight 0.03): A significant number of players find enjoyment in the strategic element of conquering sects, indicating this is a core engaging mechanic.
- Combat Screen Quality (weight 0.03): The combat screen is specifically highlighted as a positive aspect of the game's visual presentation.
- Low Initial Price (weight 0.03): The game's initial price is considered humble, suggesting it offers good value for its cost, especially given its ongoing development.
- Suitable for Mobile Play (weight 0.03): The game is perceived as a good option for casual play on mobile devices, suggesting it has qualities that make it suitable for passing time.
- Cryptocurrency Mining Suspicion (weight 0.02): One reviewer expressed suspicion about the game potentially performing background cryptocurrency mining. This is a serious but unverified claim, and its importance is low due to lack of evidence and potential for review bombing.

Emotions:
- Disappointment (weight 0.24): Players are disappointed by the game's perceived incompleteness, lack of updates, and low replayability. This often stems from unfulfilled potential due to poor implementation of game ideas, shallow content, and monotonous gameplay loops, making the game feel like an unfinished demo.
- Frustration (weight 0.22): Frustration arises from clunky UI, poorly designed and overly complex game mechanics, and a general lack of guidance for new players. Specific pain points include inefficient resource gathering, cumbersome crafting systems, game-breaking bugs, and an over-reliance on probability mechanisms that lead to a lack of player control.
- Satisfaction (weight 0.11): Players express satisfaction with the developer's active support, responsiveness, and consistent updates. Enjoyment also comes from the depth of management and customization options, and for some, overcoming initial difficulties to discover the core gameplay loop's appeal.
- Hope (weight 0.09): Hope is driven by the game's perceived potential for future improvement and the developer's perseverance. Players desire continued development, significant improvements based on their suggestions, and the addition of quality-of-life features and official language support.
- Admiration (weight 0.04): Admiration is directed towards the developer's positive attitude, diligence, and consistent updates, especially given that the game is often a solo independent project. This highlights appreciation for the effort and player-centric approach.
- Excitement (weight 0.04): Excitement is generated by the game's future potential, its core concept, and the enjoyment of the sect management genre. Players are enthusiastic about the ambition of the project, even as a solo endeavor, and the possibility of future features like a turn-based RPG.
- Support (weight 0.04): Players show support for the developer, particularly because it's an indie title made by one person with frequent updates. This reflects a desire to encourage domestic game development and acknowledge the developer's dedication and effort.
- Encouragement (weight 0.02): Encouragement is given to the developer for their hard work and for creating a niche game. Players want to motivate the developer to continue their efforts and support the growth of domestic game development.
- Confusion (weight 0.02): Confusion stems from a lack of understanding of game mechanics, such as how to effectively manage a sect, interpret color-coding systems, or adjust combat order, even after several hours of play.
- Anger (weight 0.02): Anger is caused by a perceived lack of developer effort, dismissive responses to criticism, and encountering game-breaking bugs that severely disrupt the experience.
- Boredom (weight 0.02): Boredom results from repetitive and unengaging gameplay, particularly an uninteresting combat system and a feeling of endless, monotonous tasks.
- Suggestion (weight 0.02): Players provide suggestions by proposing specific ideas for improvement, focusing on UI, workflow, and other gameplay mechanics to enhance the overall experience.
- Appreciation (weight 0.01): Appreciation is expressed for the game's genre, indicating that players enjoy the fundamental type of game being offered.
- Helpfulness (weight 0.01): Helpfulness is demonstrated by players providing detailed tips, strategies, and guides to assist other players, especially new ones, in understanding and navigating the game.
- Understanding (weight 0.01): Players show understanding by acknowledging that the game is developed by a single person and is in early access, recognizing the hard work involved and the game's current developmental stage.
- Suspicion (weight 0.01): Suspicion arises from high computing resource usage for 2D graphics and concerns about high fan noise, leading to speculation about potential background cryptocurrency mining.
- Engagement (weight 0.01): Engagement is noted as a positive response to the game's systems, indicating that players find the mechanics and features compelling enough to interact with.
- Nostalgia (weight 0.01): Nostalgia is mentioned in relation to generational changes, suggesting that the game might evoke feelings tied to past gaming experiences or cultural shifts.
- Neutrality (weight 0.01): Neutrality describes an overall game experience that doesn't strongly lean towards positive or negative, indicating a balanced or indifferent perception.
- Disgust (weight 0.01): Disgust is expressed due to frustrating and unrewarding item acquisition processes, suggesting that the methods for obtaining items are highly dissatisfying.}