
Reverse Collapse: Bakery Ending Branded 'Hero Running It Down Mid' — Only 3% Cleared Chapter 3, Even Fans Aren't Buying It
After traversing countless parallel worlds and enduring untold hardships, the 'optimal solution' the hero discovers is... to run it down mid and feed. No, this isn't a League of Legends copypasta — it's the actual grand finale of a hardcore tactical RPG. Recently, an NGA user posted in the gossip section asking people to fact-check a plot summary screenshot, and the comment section instantly turned into a full-blown roasting session.

The verdict: the plot summary in the image is largely accurate. One commenter noted it 'missed a few things,' but a player who watched the full story through a Bilibili walkthrough series confirmed 'the conclusion is more or less spot-on.' Their savage analogy summed it up perfectly: imagine a scenario where the Demon King seeks the Hero's power to destroy the world — instead of outsmarting the villain with information warfare, the powerless Hero decides to pretend they still have their power, charges into the fountain to int, and calls it a 'misleading strategy.' The kicker? 'Did the villain William actually die? Did the world change? Not a single positive outcome.'
This resonated hard with the comment section. One player provided deeper lore context: the game's creator 羽中 (Yu Zhong) is most proud of his world-building, where the most important figure isn't the commander or the protagonist — it's William, the guy holding all the core tech. The original Girls' Frontline story ended with the commander outsmarting William, only for William to join the upper echelons and keep scheming while the commander roamed for a decade. The pattern? The villain never truly gets dealt with, and the player character always gets played by the writers.
Some called the ending a regression — one commenter said it's actually worse than the original 2013 version's simple 'find my sister' storyline. A remake released over a decade later getting dunked on for having a worse ending than the OG indie version? That's gotta sting.
But the ending isn't the only problem. A player who specifically sought out positive reviews wrote a comprehensive breakdown: the mid-game has some creative level designs, but the later chapters devolve into classic asset-padding with forced memorization-based stealth. 'You can tell this game isn't fully satisfying even for tactical RPG diehards or Yu Zhong's own fanbase.' The ultimate backhanded compliment: 'The White Moonlight (bái yuè guāng, i.e., the unattainable ideal from your past) is like this — just being able to finish it is enough.'
The numbers paint an even bleaker picture. One commenter revealed that the Chapter 3 completion rate is under 3%. When most players can't even reach the part where the story gets controversial, meaningful discussion about the plot is virtually nonexistent. Another user's response to the original post was blunt: 'You're asking here? Why not go to the single-player section? Does anyone here actually play this game?'
Faced with this trainwreck, commenters escalated from critique to self-deprecating humor. 'Wait, you guys actually paid real money to play a 翀 (chóng, the creator's real name) game? That's some hardcore simp behavior' — where 'simp' (jiāo qī) is community slang for unconditionally devoted fans. Another went nuclear: 'Who actually pays to eat sh*t and then finishes the whole plate?' And one user represented the silent majority: 'I don't even want to pirate it. I'll just wait for someone else to finish it and tell me what happens.'
The community's signature brand of sarcasm also made an appearance. After someone quoted the detailed critique of the gameplay, another commenter shot back: 'Just cut the people who made this project and you've already saved money' — implying the project itself was a financial loss, and not making it would've been the real profit.
Bottom line: Reverse Collapse: Bakery Operation is stuck in no-man's-land. The hardcore tactical gameplay alienates casual players, the ending disappoints core fans, and the abysmal completion rate means there isn't even enough critical mass for a proper plot discussion. As one commenter put it with painful clarity: 'The White Moonlight is like this — just finishing it is good enough. You'd have to be delusional to think this little project could salvage your reputation or make big money.' For many, its only achievement might simply be the four words: 'it got made.'
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