#sunshineislands
Live, measured metrics for the hashtag #sunshineislands from the open social web. Every number carries a named source and the time it was fetched. Nothing is estimated.
Own #sunshineislands
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Day-by-day usage
measured · fosstodon.org (Mastodon public tags API) · fetched 2026-07-29 19:55 UTC0 uses by 0 unique accounts across the window. Real per-day counts, not estimates. Newest bar is today so far.
Related hashtags
measured · fosstodon.org (Mastodon public search API) · fetched 2026-07-29 19:55 UTCNo related tags with measured usage found for #sunshineislands.
Live pulse
measured · fosstodon.org (Mastodon tag timeline) · fetched 2026-07-29 19:55 UTCEverything below is measured over the latest 4 public posts (spanning ~180 hours).
Posting hours (UTC)
Languages: Chinese (4)
Avg boosts / post: 0
Top of the latest posts
之前搜攻略的时候搜到了一个 #牧场物语 主题攻略站 网站关于 #閃耀太陽與夥伴們 的交互介绍里也提到了使用触屏远比使用按键方便的特性 https://fogu.com/hm8/basics/controls_and_menus.php #电子游艺 #EGaming #fLSG #StoryofSeasons #HarvestMoon #牧場物語 #SunshineIslands #HarvestMoonDS
另外还有一些对游戏交互的感受 #閃耀太陽與夥伴們 一方面在充分利用 #NDS 的独特机能,比如各种向麦克风吹气、在触屏上划动等的小游戏;另一方面却又明显有着很多作为新平台新交互范式过渡期而必然出现的不成熟 比如四个装备槽位可以用肩键轮切(只能单向)也可以触屏直接点按想要的,但初次点按只是选中,要再次点击才能使用。一模一样的问题在当年nokia推出s60v5从按键交互转向触屏交互时同样出现过 随着范式迭代,掌机也如同手机一样到达了一个高度相似化的原型,单块横向宽屏+按键操控为主
继续玩了 #閃耀太陽與夥伴們 进入第三年体验有很多不同。庆幸先玩了 #双子村 ,因为闪耀太阳在耕作模块引入了非常复杂的积点机制,作物生长需要日期、光照、水分三个条件都在对应品种区间内,如果任意一项缺乏或超过都会导致枯萎。配合农具的镶嵌加成系统,使得本作提供了远超一般种田模拟器的游戏深度和游玩寿命。这一点在第一年的时候没太有体会因为第一年几乎用不到改造后的道具(加上我因为在双子村选了偏向耕作的此花村所以在本作初期主要放在了畜牧玩法上),反而在镶嵌改造后农具几乎四五下就能覆盖整片
Every number above is measured from a named public API at the shown fetch time. Nothing is estimated or extrapolated. Platforms that lock their data behind paid APIs are not shown. Agents: the same numbers, as JSON, at /api/hashtags/sunshineislands