
AUTOMATON (Automaton… 10 hours “Magical Girl Madoka☆Magica Magia Exedra” (Madoro) 50 hours advance play impressions. A major operation-type game that combines “strong elements of the original” and “timeline-based turn-based battles” automaton-media.com/articles/repor – “Similar to ‘Honkai: Star Rail’ but different – The worldview and system match well – Seems to have strong suitability for sub-games”
I write the fabric without considering the automaton.
It’s easy to get into even for those who are already heavily invested in other mobile games…
Since the scenario is almost a re-experience of past works, it would be easy to skip everything.
Isn’t sub just a passive game?
>>4
There was a time when games like Princess Connect, which can be finished in 5 minutes as a daily routine and have little content for character development, were also called that.
Right now, I have more things to do, and it’s a bit tedious.
That’s the part that raises questions…
It was a term that I used as a benefit without thinking too much about it in games that are particularly lacking in player interaction or replayability, but it seems like it was a choice that not everyone can take as a compliment…
Places that force you to be a full-time worker these days receive a strong rejection response.
Playing the same game, especially a mobile game, for 24 hours straight is pretty tough, so I would prefer something on a smaller scale that feels easier to manage.
It can be seen as a compliment or an enticing phrase for non-players, suggesting that it feels like a game that can be enjoyed alongside other games.
It didn’t work with the one that’s reposted…
>>10
A super excited cute fox that’s always on the timeline.
I won’t mention names, but it’s tough even to play a gacha game where daily runs take 20 or 30 minutes…
>>8
I think the implication is more that there are too many things to do, and it’s not a game where you have to focus on just one thing and play it exclusively.
In social games, factors like that tend to select a specific type of player.
Users who don’t have a main game these days aren’t interested in mobile games at all…
Is it just that there are fewer elements because it’s the beginning?
Most of the surviving social games are heavyweight, and there’s no longer a demand to increase resources.
>>8
Wow, malice.
Sub-gaming suitability is not about the depth of content but rather the speed of farming and daily tasks.
There are many users in the industry who give up before even trying because they are currently engaged in a social game and can’t start a new one.
Being aimed at sub-games is often considered a compliment or an advantage.
Once it’s established as the main focus, it won’t budge an inch unless something happens on the game’s side…
When opportunities like “now is the time to act” events come up, there are still times when they make you grind like in the old online games.
In today’s world, if you’re doing this, it’s a disadvantage because you can’t do other things.
Even if there are other people who are playing a lot of games casually, you can still keep going.
It means something like that.
It seems interesting, but when the playtime is long, everyone tends to quit before spending money.
It means you can start playing with a light sense.
There are times when facing a subordinate directly is unbearable.
Examples that are brought up are also mentioned occasionally.
It’s reckless to go head-to-head in the fierce battleground, so isn’t it just one way of fighting?
>>27
Well, the problem is whether you can get it by paying for that sub-game, right?
It seems like they’re also steering the positions of other people’s Princess Connect.
>>99
If I don’t get it installed, it’ll remain zero yen forever.
When it comes to social games, being suitable for sub-accounts is quite a strength, isn’t it?
The game I’m playing also takes about 20 to 30 minutes for development due to daily elements.
I just recently implemented something like a simple auto system.
There are still quite a few mobile games where people charge in with high spirits only to get wiped out.
Even though it’s just the same thing repeated over and over in school mascots, it takes about 20 minutes for one round, so to be honest, it gets exhausting to keep going.
There are too many online games called social games.
I often think that games that have been around for a while and have successfully captured customers are really good at business.
I didn’t play the game, so when I saw the original post, I thought it was something like negative campaigning… but it turns out that wasn’t the case. I learned something.
>>34
Social games have reached a point where the time and effort required to play become a significant drawback.
Indeed, there is an awareness that things like combat or task modes where you receive rewards for playing daily can be completed within the span of a few train stations in the city.
It takes more than 30 minutes daily.
I am forced to log in every few hours during expeditions and such.
I will quit recently since I already have these two.
It’s also a safety net for those who drop out due to exhaustion, isn’t it? Sub-evaluation.
It seems like a word that can be used to mean something light in a good way, like a sub-game.
The horse-shaped one was too tough for the daily, so I couldn’t continue.
It can’t be helped that the meaning of sub-gaming fitting can only be understood by people who play multiple mobile games.
It’s a game I don’t know, but the battle screen is definitely stale…
I won’t give any money to the sub guy, you know.
>>41
First, we need them to download it and try it out, otherwise there’s nothing we can do from the starting line…
>>41
Not really.
>>41
It’s not a problem because there are many people who produce it.
>>41
Are you still misunderstanding something?
Just because it’s a sub doesn’t mean there are fewer things to see or do.
It’s a direction where you don’t have to try hard except for the update date.
>>55
Well, a larger game would probably be something like that too.
>>63
If you’ve experienced both those who have and don’t have sub-class suitability, you wouldn’t say such lines.
>>68
For example?
>>70
It’s terrible to be required to win multiple times against opponents daily, and it takes over an hour just for the daily tasks.
If it’s just the daily, it doesn’t even take a minute, but it takes a day and a half for the AP to fully recover, so it’s a game that you might even forget to log in to.
>>77
Both are amazing.
What kind of game is it? I wonder if it’s still in service.
>>81
The former Shadowverse is just a temporary period until the new Shadowverse release, but it’s still alive, and the latter refers to Monster Musume.
Since Shadowverse has improved to this point, I hope the new release will be even more relaxed.
>>77
I’ve never seen anything like that.
Some people feel that being able to play games whenever they want is just right.
There are also more games where just daily login is enough!
It takes about 30 minutes for that daily task.
It seems that the low action level is good for allowing players to enjoy it with lower mental stress.
There are a lot of interesting mobile games out there, but I’m already overwhelmed with the ones I’m currently playing.
Despite being said to have a high suitability for sub-games, I’m concerned that the article mentions that there is a strategy in combat…
>>49
When you want to engage in intense combat, you can do so as it is, and when you don’t, you can use the skip button or skip tickets to consume stamina, right?
This is merely an idealistic notion, but I think it would be the best if it could really be realized.
>>53
Based on my experience, when it comes to sub-mobile games, there may come a time when you don’t even feel like engaging in serious battles anymore…
The social game that makes you want to fight vigorously is the main one.
>>66
That’s not really a sub-game; it’s just opening the app enough to avoid breaking the consecutive login streak.
>>69
The combat is either automated or can be skipped, but isn’t there an option to read the scenario?
>>49
It says it’s different, but it’s clearly a failure, which makes me more anxious.
Honestly, having an experiential scenario as the main focus these days is…
>>50
After all, it’s just Magireco 2, so I can’t really see how new players would join.
As you know, established games like Puzzle & Dragons and Monster Strike are not dropping at all.
First, just having them touch it is already the first major hurdle.
How many years has that thing been a champion in Monster Strike?
Once you start, there are users who will continue with daily logins or just by inertia.
There are a lot of games that are excluded even before they start.
I don’t think there are many places that can create such great games; it feels like people are dreaming.
Playing for a long time makes the game difficult… What is a game? What is a game…
It’s an industry that exists because many people treat it as a sub-game and just roll the gacha without spending much time.
The working hours are not rigidly structured.
Just let that sentence slide lightly.
I need the daily tasks to be smooth, regardless of the main scenario or events.
Old game daily and stamina consumption are really unfriendly.
But I have no choice but to continue this…
In Priconne, if you progress through high difficulty content during your daily routine, the rewards you receive from daily skips will increase, and I feel that this approach is quite good.
Delete Mr. Masugitsune’s repost.
First, the boot time is important, right?
Anyone who takes over a minute is disqualified.
>>72
That’s a tough line even for console games…
>>74
Isn’t it possible if it’s within one minute?
If it’s about 10 seconds, it becomes quite limited.
Although it’s for review, it sounds somewhat heavy for a side game that isn’t an action or RPG that you can really dive into, considering the 50 hours spent on a gacha game during early play.
There are many people who already have multiple jobs, so that’s a bit of an issue… that’s an important factor.
Even if it’s for a sub-game, when I’m playing through the story, I’m fully engaged and that’s just fine.
The type of games that have daily routines, stamina consumption, and heavy events take up too much time, and people won’t play them if they come out later.
The atmosphere of the combat space seems good, so I want to go through the initial scenario.
After that, it will depend on the daily routine and the pace of implementation, I guess…
There are people who clearly have a main job and others who do not, even if they have multiple side jobs.
Since I spend money mainly on the main product, there are some who are free to play in other areas, while others pay to optimize for multitasking.
The old Priconne had daily tasks that were too heavy, with 30-minute real-time GvG twice a day.
>>84
The circumstances of games from about 10 years ago are quite different.
PokéSuri is like the ultimate sub-game.
It’s the type of thing where you just need to think about the formation and periodically activate it, even if you take it seriously, waking up in the morning and just briefly activating it at night, and then it’s done.
Even though it’s a sub, a minute won’t count as doing it.
In this case, the scenario has already been stated to be a rehash of past works, so it’s fine to skip the scenario, right?
Preparing a Poké Sleep right before going to bed takes surprisingly a lot of time and effort despite being necessary.
I really wondered if they were aware of the measurement app…
I think PokéSuri is more on the side of being a sub-game, yet it involves quite a bit of tedious tasks.
In social games, there are really easy ones where you can just log in once at any time during the day, use up your stamina automatically, and then be done.
Those who play social games are probably already doing something else.
Since it’s being made by Pokelabo and it’s a light production, I don’t think it can be done.
I think there are patterns without convenient features in Magia Record.
The phenomenon of becoming accustomed to operations and transitioning to being a subordinate is quite common.
It seems that the scenario is a reuse of past works, so I guess it’s okay to skip it, but I’m not sure if there are other contents that can be enjoyed after skipping the scenario.
The person who reposted is excited because their character is moving.
I don’t think there are any fans looking forward to that especially.
I never thought of Shadowverse as that.
Well, if we’re talking about that, it is indeed daily…
Command battles will definitely become auto games.
A timeline format is great for continuous actions, after all.
There is a problem with the structure of social games where, even if you pay, the optimal solution for rewards is to log in every day and complete daily tasks.
Isn’t it natural that more recent games are lighter, considering that even examples from long ago were heavier?
It seems like a combat-style game, but the story relies on L2D and past assets, which makes me feel the reality that it’s not a game with the budget to deliver story elements in 3D that would satisfy the otaku.
Stalé battles are almost automatic, and when I have to manually intervene once in a while, it feels bothersome.
Stare is a copy of Trails, so it’s said to be similar to Stare.
At this point, I feel like the modeling isn’t that great…
Sub-game = It seems like they’ve never played a mobile game without spending money…
In the first place, the games that you really play hard often don’t have in-game purchases.
>>109
I’ve never given money to someone who isn’t seriously motivated enough.
>>109
It’s a bit much to say that the main content isn’t monetized or to go against the trend like that.
Even if that’s your example, your feelings have already switched between the main and the sub.
>>113
I’ll kill you, idiot.
>>109
A lot of popular mobile games seem to have tedious gameplay when viewed from the outside, right…?
Veterans are still doing well, and it’s often more inconvenient or complicated than today’s social games.
Since Stare is currently losing momentum like crazy, there might be a chance to attract customers through the game mechanics.
There are indeed some people who spend tens of thousands of yen to reduce the process by one click automatically.
Does Madoka Magica still have IP power?
>>114
Well, that’s a big content from back in the day…
It’s not surprising if the project is moving with the mindset of being able to go for it since they’re making a theatrical version.
>>114
Honestly, I think that the so-called enthusiastic fans are only interested in the original work’s related aspects.
>>117
Well, isn’t the main focus on calling people who have played Magireco?
I don’t know how big it is, though.
Meme Memory had a successful appeal with its sub-game at the time of its release, but I don’t know about now.
>>118
In the first place, that’s what you call a idle game.
I only play NIKKE for daily and event activities.
I’m spending quite a bit on in-app purchases.
>>120
I feel like lewd content has a slightly different position…
It seems like one of those things where you might get charged even if you don’t follow your daily routine.
The phrase “suitable for sub-games” is just a catchphrase to attract those who are already deeply engaged in the games available, and I believe it’s completely illusory to think that sub-games will generate more in-game purchases.
It seems there are player-versus-player (PvP) elements, so I’m thinking they might push for in-game purchases there.
On the contrary, if you just quickly go through the story or events, it feels like it’s not that significant.
I think the IP is strong and has a solid foundation as character content, so it’s not a completely reckless gamble.
If it’s mainly about interpersonal matters, I won’t do it.
>>127
Experienced individuals say that it seems like Thai people or guild battles are likely to be trending in development…
Well, it was at the stage of Magia Record…
Dolphin Wave is light even on daily.
The scenario is short, but the diorama feature is well-developed.
It’s a type of sub-game with a solid gacha flow that’s doing reasonably well.
It’s just that I can’t use famous IPs for close-ups of the groin or destroying lockers, so it may not be a useful reference.
>>128
Huh? Could it be that “another world, another world” is aiming for that direction…?
It’s clearly a mistake, but.
The first advertising for the game requested it to be a sub-game, but the Utawarerumono mobile game is achieving mediocre sales typical of a sub-game and has zero buzz, yet it continues to be around.
I’m not quite sure what you’re aiming for with the immersive experience.
If we’re going to use most of our Magia Record assets for Madoka Magica, then there’s no need to publicly release it in videos like now (we can just do it internally again).
Places that sell erotic content aim to get you to buy erotic skins, so the sub-game elements will be stronger.
The main scenario for now is the experience of past works → the protagonist sees that and changes happens → then back to experiencing past works… that’s the flow.
There are also new episodes in the sub-scenario.
I quit because NIKKE starts up incredibly slowly.
It’s ridiculous that it takes about a minute from the time I think I want to do it until I can actually do it.
There isn’t an original that becomes the core of Madoka Magica in the new ones, since it’s all if stories.
I intend it to be an app just to look at Magia Record characters, so it’s fine, but I wonder if I can live until all the characters are released.
>>136
The magical girl story is probably not an if.
>>139
In other words, Karin-chan’s prison is the true history…
>>136
I’m not really sure if I can properly see the story of Namae-chan (temporary)…
I believe that the former Magia Record survived because it had its own unique axis, for better or worse, rather than relying entirely on the Mitakihara crew.
In Magireco, players are mainly encouraged to spend money on high-performance characters for the Miralan and Kimochi battles, while the difficulty of other battles was extremely low.
If it’s similar to stale, there’s no chance of winning…
>>138
If the combat is just similar, it doesn’t seem competitive at all.
If you’re concerned, isn’t it about the story or the characters?
>>140
If you don’t care about the gaming aspect of fun, then that’s it.
Well, if we’re going to say that, then it could just as well be a puppet show, right?
>>145
Even if there’s no staler, I want to play a command RPG, so will a child be born if I try making a thread image?
>>147
Well, I think it’s a special case, but one of the hardcore players introduced during Magia Day was a user famous for another game in the f4 series, but they hadn’t seen the original Madoka☆Magica… that’s also the case.
As long as it is a game, there will be people who are interested in it as a game.
While reading various articles, I started to think that wait for the main story (the story where Namae-chan undergoes a change) and reading the magical girl story might become my main activities.
KIOKU (Magical Girl) has both high rarity and low rarity versions.
Whether it’s high rarity or low rarity, the capacity to appreciate magical girl stories is shared.
I thought it was great that the issue in Magireco, where you couldn’t read the magical girl story without drawing high rarity characters, has been resolved.
>>141
It was really terrible to explain important plot points through character-specific stories…
I’ve already deleted the tweet, but it’s understandable at the level where Inukare is saying to watch it on YouTube.
Inu Curry should just quietly focus on art settings.
>>144
Honestly, I think the way Madoka is handled in Magia Record has a strong interpretation from Inukare, so I’m kinda like, hmm? when it’s treated as official.
For example, I think that Urobuchi and Shinbo would react by saying “Is that so?” when they hear the settings that appeared in Nagisa’s Magia Record.
>>149
Well, it was just left unattended for about 10 years without making any story at all.
Comfort is praised highly in reviews everywhere.
>>148
Anyone who fails from there today is done for…
I think the most troublesome ones are those who say they won’t pull until that character arrives!
>>151
I think it’s a clever way to show a different character’s story to that audience with a low-rarity version…
>>151
I wonder what’s up with those people who say things like “It didn’t continue because you didn’t put in any money even though you don’t have a favorite character…”
>>155
Abnormal person
Those who say we need to pay to support content are abnormal.
>>158
What are you suddenly starting to hit?
>>151
It’s a game based on a source material where a large amount of assets are brought in from outside, so it definitely exists, no matter how troublesome it may be.
>>156
I think it’s a disrespectful attitude to expect people to pay even when the character with an existing fanbase hasn’t been implemented yet.
As expected, the management wouldn’t say something like this even if their mouth was torn open, but fans bring this up, which is really annoying.
What exactly are A-Q and Namae? The story will continue to explore this.
>>157
I wonder who it is.
Someone with an interest in magical girls and an understanding of art, whose personal color is green.
As it’s a social game, we have to get players to spend money to keep it going.
>>160
For that, it is essential that they actually get hands-on with the game first.
>>160
It should showcase its appeal right there, and saying to pay for the future is not right.
What you’re saying is just an if story.
I think you have forgotten that Magireco is originally an alternate story of the main series.
Sana-chan!
Consumers spend to enjoy themselves at that moment…
The suggestion to throw money at something that isn’t ready yet is a conversation about whether it’s abnormal…
>>164
At least it’s not related to Madoka Magica, right?
Magireco has been around for nearly 7 years now.
Since it’s not new content, it seems more fitting to make it a side game.
Rather than just forcing me to gather materials manually…
>>8
Mikawaya
There’s no way I’d spend money on something I don’t want.
I don’t understand why I’m starting to fight against a mysterious being.
No one has said anything like that here in the first place, yet you suddenly start attacking.
What are you saying? It’s just being done to you, right?
>>173
It’s completely normal to not want to roll until the character I want appears, isn’t it…
Did they bully you into spending money on Madokawa even if you don’t have a favorite character?
If that’s not the case, then you’re way off base.
On the surface, they might say you can enjoy it even if you’re not playing Magia Record, but I wonder what the reality is like.
Even if all the stories of Magia Record come to nothing, it’s sad for those who were playing it this time.
>>176
I think you can enjoy it even if you haven’t played each original work, because there are experiences and magical girl story developments from each original.
It may eventually focus more on Magireco, but for now, just experiencing Madoka Magica and watching character episodes seems to have quite a depth to it.
I definitely think it’s Magia Record 2…
I heard that Negima 2 also went down a different route, so isn’t it quite common for sequels to have an alternate path?
Well, to get back to the main topic or the initial subject…
Even if the pre-release review mentions the suitability for sub-games, the fact that hardly any article touches on the union (guild) or player matches makes me honestly unable to trust that at all.
Once it starts, there is a possibility that the burden will be extremely heavy.
>>180
The point is that if you’re not liberated from the preceding experience, then of course you can’t touch it.
Only the early episodes of Madoka Magica and the magical girl story.
>>184
So it’s hard to understand the weight of that, but they’re talking about sub-suitability.
>>180
There is a concern that the sub-game suitability seems to only apply to being able to skip levels that have been cleared once…?
I can’t really imagine that the already developed story would be appealing to anyone other than those who originally liked Madoka Magica.
>>181
The event featuring Koo Homu, which has been called the most inferior content for those who are fans of Madoka☆Magica, was a durability content where you continued to read the original story reproduced on the Magireco screen (although there are some differing perspectives)… among other things.
I haven’t played Pricone, but I know that they restarted it. Are the elements from the old version explained in the current one?
>>183
It was a story that ended in just over a year, so I just briefly went over the outline and redid the final showdown with the last boss.
>>182
Is it a thick-cut steak…?
It is said that Genshin Impact takes a hundred times more time than P5’s mobile game, so it’s not recommended for anyone other than NEETs.
The daily tasks only take five minutes to complete…
Are you playing Persona on your smartphone…?
Well, when I read this gameplay review again, it mentions Star Rail too much, and if you haven’t played Star Rail, you might not quite understand what it’s talking about.