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The story
A post appeared on 5ch’s “Nandemo Jikkyou” (anything-goes live commentary) board asking users to try out a self-made baseball simulation game. It’s a team-building sim where you play through seasons, pull players via gacha, and strengthen your roster — featuring fictional pitchers as well as a player clearly modeled on Shohei Ohtani. The thread saw a string of complaints about a difficulty curve where win rates barely budge for the first 20 years, plus gripes about the gacha’s clunky controls, though the developer himself jumped in directly to field feedback and requests. Some players reported finally winning it all in year 101, while others racked up 55 wins in their very first season, and several praised the game’s brisk pacing.
Put a lot of work into this 💪
Source: diamond-nine-baseball.com / Original article here
What people said
Also it's bad that when you swap in a gacha player for a roster player, you can't see the roster player's stats.
The whole concept is grinding through games to earn pulls and build up your team 😁
If you get a genuine rare pull, you can even get major leaguers.
Also, since everyone's going to pull gacha the second a season ends anyway, there's no real need to keep gacha on a separate tab.
Just let us pull right there on the spot when the season's over.
https://imgur.com/C7u76SP.jpg
Okay, got it.
Yeah, having it up top is better. Thanks 🙏
It's already pretty good as it is, though 😁
I figure if you just keep grinding for about 150 years, you can win it all in the majors!
Yeah, that's about the balance of this game.
Honestly, being stuck in 6th place for the first 10-20 years straight is boring.
Nothing changes at all.
If you keep pulling gacha and awakening players to strengthen your team, you'll get stronger.
It's a pretty high-difficulty game after all.
Feels like you're confusing 'high difficulty' with something else?
Isn't that not 'high difficulty' at all — just a game that takes forever?
The UI is unfriendly, so please fix that for sure.
For the first 20 years or so you're stuck going 1 win to 2 losses the whole time, but the players you pull are all rated around 50, so you don't make any progress and it gets old.
Yeah, I think there's room to improve the UI 😁
If you've got requests for how you'd like it changed, keep 'em coming.
There is an awakening system!
Congrats — win 3 titles in a row and you can take a shot at the majors, so keep at it.
But don't players decline over time, and if there's no turnover, won't you eventually end up with the same kind of team every time and just get bored and quit?
Yeah, it does end, but since it's all unfamiliar players you have no attachment to, that gets kind of flavorless too, so I've basically designed it so that once you get that far, that's the endpoint.
Do that and you'd have a full roster instantly and get bored right away, wouldn't you
does his stats stay the same if I use him as closer?
No change for now.
You can change the name, though 😁
Tokyo Rookies
44 wins, 97 losses, 2 ties
…yeah, about that.
lol you suck
I got 55 wins lol
Aren't all mobile gacha games like that anyway
In mobile games, gacha and character pulls have limits, which you can solve by spending money — but if just grinding forever eventually makes you strong, that's not really what you'd call 'high difficulty,' is the point.
I want to hear a report that it happened.
Fine, I've been dominating domestically, guess I'll head to the majors.
Just keep plowing through the years however and points will pile up, so hang in there.
You can also awaken players to make them stronger 😐
That's fast to win the World Series 😲
Guess I need to think about making it even harder 😲
https://imgur.com/ypPAplX.jpg
I've gotten almost every major leaguer except Ohtani, but he never comes.
The guy in Re: #80 got him, so he should be obtainable 🤔
Background and Key Points of This Discussion
Having an individual share a self-made game on social media and then invite 5ch users to playtest it and gather reactions is a common, informal way for indie developers to get early user feedback. The thread’s central debate was over what counts as “high difficulty” in a training-sim game — several users pointed out that a design where anyone can get strong simply by putting in enough playtime shouldn’t really be called high difficulty. This is a point that comes up often in grind- and idle-style games, and it’s an easy distinction for readers to overlook: confusing a high time cost with genuinely challenging difficulty. At the same time, some praised the game’s quick response times and brisk pacing, and the fact that the developer personally answered individual requests about the UI and progression speed right there in the thread is characteristic of the kind of exchange you see in an early development stage.
*This article is compiled and summarized from the 5ch (Nandemo Jikkyou G) thread “I made a baseball sim game!! I’d love for you to try it 😳😳.”

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