Info about Bing in Wonderland:

Official game description:
New content will be updated at Nov 2:
Magicraft 
A new level
7 weapon DLCs
Join our discord, help us make game better.
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**Discord:**
_(we are still working on the better english version.) :D_
Bing in Wonderland is a new entry in the Wanba Warriors franchise. A Roguelite monster killing satisfaction galore without any exploration elements. The game is filled to the brim with exotic enemies and stages with a collection of deep and robust boons, weapons, and items plus an abundance of pointless features and useless details. You will be encapsulated by the unique Butt Slam mechanic a vague and abstract art style that puts Picasso to shame.
Many types of weapons.
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The game currently features bow, spear, cannon, axe and harp.
Butt Slam
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Put your booty to work in a fast-paced combat where your butt is your ultimate weapon.
Colorful and varied progression
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The game features many unique items and boons to be explored and combined by the player to form their unique combat style.
Waves of enemies
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Different enemies appear in different stages with great variety, some shoots thunder while some shoots thunder poop.
AAA experience
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Although an Indie game studio, we wanted to create a game rivaling that of other triple A games; so we simply redefined the A in triple A. The game features A lot of pancakes, A lot of Money and A lot of fishes.

Release date: 12 Jan, 2023

Categories: Roguelike, Action Platformer, Wave-based Survival, Character Progression, Meta-Progression, Single-player, Real-time 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:
- Highly Enjoyable & Addictive Gameplay (weight 1): Players consistently praise the game for its fun, addictive, and satisfying gameplay experience. It's highlighted as a great way to relax, pass time, and offers a smooth, engaging combat feel with high replayability, often exceeding expectations.
- Satisfying 'Big Sit' Mechanic (weight 0.22): The 'big sit' (stomp) mechanic is a standout feature, providing immense satisfaction through strong visual feedback, high damage, and the ability to chain attacks. It's described as a unique and exhilarating combat highlight.
- Unique & Humorous Art Style (weight 0.18): The game's art style is consistently praised for being unique, quirky, cute, and distinctive. Its simple yet dynamic and consistent aesthetic, often described as an 'ink wash painting style,' contributes significantly to the game's overall charm and humor.
- Diverse Weapons & Builds (weight 0.18): The game offers a wide variety of weapons, skills, and items, leading to diverse and viable build options. This variety significantly enhances replayability, with each weapon offering a distinct gameplay experience and allowing for different strategic approaches.
- Fluid & Responsive Combat (weight 0.14): Players appreciate the game's excellent combat feel, describing it as fluid, intuitive, and providing strong feedback. The controls are comfortable, especially with a controller, and the system is well-refined, offering a satisfying sense of achievement.
- Accessible & Fair Pricing (weight 0.09): The game is considered excellent value for its price, often described as cheap and absolutely worth buying. Its high cost-performance and smooth performance on low-spec computers are also highlighted.
- Dedicated & Responsive Developer (weight 0.08): The developer is highly praised for their engaging personality, dedication, and quick responsiveness to feedback and bug reports. Their active engagement and willingness to incorporate player ideas contribute positively to the game's perception.
- Effective Progression System (weight 0.07): The game features a well-implemented progression system, offering good variety in upgrades and metaprogression. Dying is not overly punishing due to this system, and the progression rhythm is considered good.
- Unique 'Jiong Slot' Mechanic (weight 0.06): The 'Jiong Slot' (luck) system is an interesting and clever mechanic. It not only adds a dynamic element to combat but also serves as a unique currency, turning risk into an engaging investment opportunity.
- Unique Identity ('Huang Laobing') (weight 0.05): The game, referred to as 'Huang Laobing's Marvelous Journey,' successfully carves out its own unique identity despite openly admitting to borrowing mechanics. It integrates these elements well, creating a refreshing and powerful small-scale action roguelike.
- Clever System Integration (weight 0.04): The game features well-integrated systems like 'snacks,' 'cans,' and 'tricks,' which enhance replayability. The developer's design choice to shorten run times prevents boredom and encourages experimentation with trick combinations.
- Enhanced Sequel Experience (weight 0.04): This game is considered a significant improvement over its predecessor, 'Wanba Wushuang,' maintaining its unique art style and humor while refining gameplay. It successfully builds upon the previous title's foundation.
- Engaging End-Game Content (weight 0.04): The boss rush mode after the main story provides an upper limit to the game's challenge. Unlocking more items and out-of-game attributes further enhances the satisfaction and replayability in later stages.
- Wanba Heroes Skill Integration (weight 0.04): Skills learned from 'Wanba Heroes' and the trick system provide additional elemental damage and passive bonuses. These elements become more useful in higher difficulties, adding depth to character builds.

Common complaints:
- Difficulty Spikes and Grind (weight 0.44): Players experienced sudden and brutal difficulty spikes, particularly in the mid-to-late game, which felt frustrating and forced reliance on grinding or specific strategies like 'big sit'. The progression system is perceived as grindy, especially for talent points and achievements, which detracts from the short-session roguelike experience.
- Unsatisfying Meta-Progression (weight 0.43): The out-of-game progression system feels too long and grindy, requiring extensive playtime to fully upgrade. Resources like 'shaobing' are consumed too quickly or are poorly explained, leading to frustration and a feeling of slow, unrewarding progress.
- 'Big Sit' Mechanic Issues (weight 0.43): The 'big sit' mechanic, while a selling point, is criticized for making late-game combat monotonous and for being disproportionately powerful compared to other benefits. Changes in 'heat mode' that penalize 'big sit' health deduction are seen as temporary fixes that don't address underlying balance problems.
- Repetitive and Lacking Content (weight 0.43): Players frequently report that the game becomes monotonous and repetitive after a few hours, citing a lack of diverse content, insufficient upgrades for replayability, and a short overall lifespan. This leads to a stale experience and limited long-term engagement.
- Questionable Humor and Art Style (weight 0.41): The game's humor, often described as crude or childish, and its simplistic or rough art style, were off-putting for some players and even affected initial purchase decisions. There's also mention of weirdness due to translations.
- Value for Money Concerns (weight 0.4): Several players feel the game's current content does not justify its price, leading to regrets about purchases and a perception of poor cost-effectiveness. This sentiment is tied to the overall lack of content and replayability.
- Weapon Imbalance and Variety Issues (weight 0.27): There's a strong consensus that the game suffers from significant weapon imbalance, with some weapons being overly powerful (e.g., 'Qin') while others are considered weak or unplayable (e.g., 'Cannon', 'Bow'). Players also desire more weapon variety and find the current selection limited, contributing to repetitive gameplay.
- Minor Gameplay Annoyances (weight 0.15): Players noted several smaller issues, including troublesome 'heat' level adjustments, high-attack elite monsters that fill the screen, lack of synergy among tricks, and screen freezes when using special skills. These issues contribute to a less polished experience.

Gameplay feedback:
- Core Roguelike Action Gameplay (weight 0.18): The game is fundamentally an action roguelike, featuring side-scrolling platformer elements, wave-based combat, and a death-revival cycle with out-of-game progression. It emphasizes interesting action mechanics within its roguelite structure.
- Unique 'Big Sit' Mechanic (weight 0.16): A central combat feature is the 'big sit' system, a powerful execution mechanic triggered by accumulating a gauge. It allows for instant kills on most enemies and can chain into continuous 'sits,' making it a core strategy for clearing stages.
- Stage-Based Progression (weight 0.15): Players advance through short, multi-layered stages, clearing waves of enemies and making small decisions that influence their path to the boss. Progression involves defeating bosses, unlocking items, and improving attributes.
- Moderate Game Length & Difficulty (weight 0.15): The game is generally considered to have a moderate difficulty and can be completed in 4-15 hours, with some players finishing all bosses in under 4 hours. The true challenge and depth are often found after clearing normal mode and unlocking more content.
- Varied Weapon System (weight 0.14): The game offers five distinct weapon types, each providing a unique gameplay experience and strategic options. Specific weapons like the 'Big Cannon' and 'Axe' are highlighted for their effectiveness and build potential.
- Automatic Normal Attacks (weight 0.06): The game features automatic normal attacks, with a focus on characteristic skills and weapon-specific abilities. Resource management for skills is lenient, with quick regeneration.
- Stance Bar & Stomp Mechanic (weight 0.06): Enemies, including bosses, have a 'posture bar' similar to Sekiro, which fills upon being hit. The 'stomp' mechanic is key to making enemies vulnerable, and aerial combat is frequent due to multi-jumps and 'sit-kills'.
- Unique Currency & Penalty Systems (weight 0.05): The game features unusual mechanics like 'selling misery,' 'embarrassment,' 'diarrhea value,' and a 'Jiong Slot' that accumulates penalties, adding explicit risk and unique resource management to progression.
- Absurd Humor & No Story (weight 0.04): The game is noted for its absurd art style and humorous elements, but it explicitly lacks a traditional narrative or background story, focusing purely on action and combat.
- Hat Throwing for Dodging (weight 0.03): The hat-throwing skill serves as a primary dodging and quick displacement mechanic, allowing players to move through enemies and avoid damage, though its trajectory requires careful aiming.
- Defense Prioritization (weight 0.02): Defense is highlighted as the most crucial stat to upgrade, often more effective than increasing attack power, especially when combined with mechanics like the 'stomp' that benefit from sustained engagement.
- Specific Enemy Types (weight 0.02): The game includes unique enemy types, such as 'matryoshka doll' enemies that split into smaller pieces and advanced enemies with glowing heads that prevent stomping, adding variety to combat encounters.

Performance notes:
- Performance issues with many monsters (weight 0.05): Players are experiencing significant frame rate drops and lag, especially when a large number of monsters are present on screen. This occurs even on high-end systems, indicating a potential optimization issue.
- Good performance at 2K 165fps (weight 0.01): One player noted that the game can achieve a high frame rate of 165 FPS at 2K resolution. This suggests that performance can be excellent under certain conditions, contrasting with the lag issues reported elsewhere.

Recommendations:
- Highly Recommended Experience (weight 0.3): Many players enthusiastically recommend the game, citing it as fun, a good value, and a solid experience despite minor quirks. Several reviewers expressed interest in future content, DLC, or sequels from the developer, indicating strong satisfaction.
- Desire for More Content (weight 0.08): Players are eager for additional content, including DLC, sequels, and updates to expand the game's lifespan. There's also a specific request for a higher difficulty mode and more new weapons to enhance gameplay variety.
- Refund/Rebuy Behavior (weight 0.03): A few comments mention refunding the game, with one even joking about playing and refunding within two hours. Another reviewer noted refunding and then repurchasing, suggesting a mixed initial impression but eventual commitment. This indicates some players might be on the fence initially.
- Map Clarity Improvement (weight 0.02): One constructive suggestion is to improve the map's intuitiveness by providing clearer hints about the subsequent structure when new nodes are unlocked. This would help players better anticipate and plan their progression.
- Casual Play Option (weight 0.01): The game is seen as suitable for quick play sessions during free time, appealing to players who want a few hours of fun without a deep commitment. This suggests it's a good option for casual gaming.
- Developer Support (weight 0.01): One reviewer explicitly wishes Wanba Studio all the best, indicating general positive sentiment towards the developer.

Other player notes:
- Desire for More Content (weight 0.22): Players frequently express a strong desire for additional game content, including new maps, DLC, an 'infinite mode', and more varied stage experiences. This indicates high engagement and a wish for the game's longevity.
- Developer Engagement & Transparency (weight 0.2): The developer's active presence on platforms like Bilibili, sharing development logs and ideas, is highly valued. This transparency and comedic interaction with the community foster a strong connection with players.
- Unique and Quirky Humor (weight 0.2): The game's humor is a significant draw, characterized by its absurd, nonsensical, and often 'toilet humor' elements. It incorporates Chinese Old Cantonese humor, internet memes, and a generally 'not serious' tone, which players find highly entertaining.
- Gameplay Feature Suggestions (weight 0.12): Players have specific suggestions for gameplay improvements, such as adding a 'hard mode', strengthening other character personalities, and implementing currency exchange functions. These indicate areas for potential refinement.
- Game Pacing and Length (weight 0.1): The game is described as short and fast-paced, which prevents player fatigue. Completion times vary, with some players achieving all content in around 10+ hours.
- Distinctive Art Style (weight 0.08): Players appreciate the game's quirky, casual, and seemingly simple art style. They find it effective and novel, contributing to the game's overall unique aesthetic.
- Roguelike Genre Challenges (weight 0.04): Some players find the roguelike genre challenging, questioning completion times and acknowledging that it might not appeal to everyone. This suggests a need for clear communication about the game's genre and difficulty.
- Technical & QoL Requests (weight 0.04): Players have noted a bug they hope will be fixed and requested controller adaptation. These are standard quality-of-life improvements that would enhance the player experience.
- Multiplayer Interest (weight 0.01): There is a specific request for a co-op multiplayer mode, indicating player interest in shared experiences within the game.

Emotions:
- Satisfaction (weight 0.35): Players felt satisfied by the game's enjoyable and addictive combat, unique 'big sit' execution mechanic, and overall high quality. The game's humor, art style, and accessibility also contributed to a positive and relaxing experience, often leading to a sense of achievement and replayability.
- Disappointment (weight 0.1): Disappointment stemmed from the game's perceived lack of depth, repetitive late-game content, and limited replayability. Some players also expressed dissatisfaction with balance issues, specific mechanic changes (like the bow attack), and the game not meeting initial expectations or having a high price-to-content ratio.
- Excitement (weight 0.1): Excitement was driven by the game's addictive and fast-paced combat, engaging roguelike mechanics, and unique 'big sit' feature. Players also expressed excitement for potential future content, such as DLC or sequels, and appreciated the game's quality relative to its price.
- Joy (weight 0.08): Joy was primarily caused by the game's humor, engaging gameplay, and overall entertaining and relaxing nature. Players found the game fun and accessible, leading to unexpected enjoyment and a general feeling of happiness.
- Frustration (weight 0.08): Frustration arose from the game's repetitive nature, progression walls, and sudden difficulty spikes, particularly in the late-game or against specific bosses. Balance issues with weapons and items, as well as poor controls or data loss, also contributed to player frustration.
- Amusement (weight 0.06): Amusement was consistently generated by the game's unique, silly, and often absurd humor, including its writing, boss descriptions, and specific mechanics like the 'big sit' or 'butt slam' attack. Developer update logs and in-game memes also contributed to this feeling.
- Enjoyment (weight 0.05): Players experienced enjoyment from the game's fun humor, addictive gameplay, and overall quality as a time-killing roguelite. The combat and unique mechanics were also significant contributors to this positive feeling.
- Appreciation (weight 0.04): Appreciation was directed towards the game's unique and quirky art style, creative design, and the developer's evident effort and love for game development. Players also valued the game's replayability and the improvements made since its beta phase.
- Surprise (weight 0.02): Surprise occurred when the game exceeded initial expectations, proving to be more fun and competent than anticipated. This also included unexpected enjoyment despite initial negative impressions or specific powerful weapon effects leading to quick boss defeats.
- Nostalgia (weight 0.02): Nostalgia was triggered by the game reminding players of childhood favorites, recalling previous games from the same studio, or remembering playing the game during a specific past period like university. The pre-update game mode also evoked this feeling.
- Longing (weight 0.02): Longing was expressed as a strong desire for more game content, including additional levels, features, or multiplayer options. Players also wished for specific improvements like better controller support or boss drops.
- Anticipation (weight 0.01): Anticipation was felt for future updates, new content, sequels, or the next game from the developer. This indicates a positive outlook and eagerness for what's to come from the game or studio.
- Admiration (weight 0.01): Admiration was directed at the game's high quality, excellent design as a roguelike, and the developer's creativity and focused approach. Players recognized the game as a standout title in its genre.
- Confusion (weight 0.01): Confusion arose from unexplained game mechanics, discrepancies in reported completion times, and an initial unintuitive map structure. These elements led to a lack of clarity for players.
- Curiosity (weight 0.01): Curiosity was sparked by questions regarding future difficulty updates and the presence of unusual or unexplained abilities within the game.
- Hope (weight 0.01): Hope was expressed for future improvements and updates to the game, indicating a desire for the game to evolve and address current issues or add new content.
- Addiction (weight 0): Addiction was a strong feeling of being captivated by the game, particularly after experiencing a demo, leading to an intense desire to continue playing.
- Anger (weight 0): Anger was specifically caused by the inexplicable loss of game data, such as a data wipe, which resulted in significant frustration for the player.
- Regret (weight 0): Regret was felt over the purchase of the game, particularly when coupled with an inability to obtain a refund, indicating dissatisfaction with the investment.
- Relief (weight 0): Relief was experienced when the final boss was found to be easy, providing a sense of ease and accomplishment after potentially challenging gameplay.}