
"Yes, Sir" is a mix of battle chess strategy and roguelike. As a leader, you need to recruit members with distinctive personalities and lead your members to fight powerful enemies in a secret world. A new journey is waiting for you.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
某些方面的设计真是睿智.
艹! 越改越烂! BUG超尼玛的多!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 41 reviews with recorded playtime.
可玩性很高,就是吧,游戏经常进不去...
买了游戏却突然不能玩了,既不能退款,也不给任何说法,就一份不负责任的通知...
great game but need english sub, pls
挺好玩的
画风我挺喜欢,游戏机制也算有趣。 很多地方还比较粗糙需要打磨。加油啊
作者摆烂了
虽说是抢先体验,最想提的一点是要素过多,导致学习曲线过陡的问题。 本人是肉鸽游戏爱好者,同时也在筹备一款肉鸽独立游戏的Demo。 目前深度体验过《以撒的结合》《贪婪洞窟》《死亡细胞》《杀戮尖塔》《月圆之夜》《霓虹深渊》等。 这些优秀的游戏除了每局体验随机之外,还有一个重要的特质,就是平缓的学习曲线。所以你能看到以撒的结合里,道具是一个一个掉的,死亡细胞、杀戮尖塔里进阶装备/卡牌都靠解锁的方式逐步开放给玩家,并且新卡、道具、装备的获得之间总是间隔着战斗——可以让玩家马上投入实战。这些循序渐进学习新要素的过程,同样也是他们广受好评的原因之一,相对的,过于硬核和密集的信息,就显得没有那么友善了。有人吐槽很容易死,可能只是因为他们没有了解到完整的游戏规则,体验到你预设的全部内容而已。 对比隔壁死亡细胞,我同样也是在抢先体验阶段就入坑,但那时候它已经有了不俗的新手体验,该作可以说是被按在地上摩擦的感觉… 暂时就想到这么多,能看出作者是有热爱在里面的,请继续加油~
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $3.3K | 8 | 75% | $14.49 | |
| $1.7M | 2.9K | 85% | $19.99 | |
| $895.7K | 3.2K | 81% | $9.99 | |
| $285.7K | 1K | 65% | $10.99 | |
| $273.4K | 440 | 92% | $14.99 |