
3000th Duel is action-adventure game that has speedy, exciting battles as its charm. Fight against monsters with your own style of battle to travel an unidentified world and discover a secret hidden.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Portugal, Polish +1 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
月下夜想曲之后就玩不下这种横板,这游戏做的是真的好,期待下第二部。 虽然有些设计过于刁难,但游戏素质是过硬的。 地图是真的大,难度也还行。 等你受虐够了就是你虐boss的时候了。
태그엔 소울라이크라고 되어있지만 크게 와닿지는 않음... 그냥 일반적인 메트로베니아 게임이라고 이해하면 될듯 스토리 또한 무슨 내용인지 모름...다만 계속 해서 되풀이 해서 강제 회차 돌게하는 건 맘에 안듬... 모든 도과를 위해서는 최소 3~4회차는 해야됨 레벨 199이 마지막이지만 모든 스탯이 30중반부터 하드캡 적용됨...가장 실용성 높은게 힘 스탯 올리는게 좋음 스태미나는 30중반만 되도 회차반복해도 회피 횟수및 스테미나 아이템으로 커버가 되기에 필요 없음... 어떻게 보면 잘 만든 게임 같지만 게임 불감증을 치료해주기에는 부족함 붉은사막,프래그마타 이후 불감증이 극에 달하고 있음..ㅠㅠ
第3000次决斗❌️ 第3000种死法✅️
This metroidvania makes a decent first impression, and in hindsight, I liked most of the background scenery and the bad ending of the story. However, the game is significantly held back by its generic aesthetics, clunky combat and a very unfair final boss that leaves you bitter after finishing your playthrough. There are no spectacle fights in this game, cutscenes are not skippable and accessories are way too limited. 100% achievement completion requires hugging every corner of the screen to get a full map completion, farming low item drop chances for a full item collection, and resetting on 26 boss fights until you beat them without taking damage over the course of 4 playthroughs. Overall it feels very meh, but has its moments.
短短 20 分鐘的體驗就很多地方可以吐槽。首先這遊戲的角色在碰到牆壁時會有左右移動失靈的 Bug (以下簡稱黏性),往牆壁反方向移動就能掙脫,具體要花多久時間掙脫與你碰觸牆壁的時間成正比 (但掙脫所需時間不會超過 1 秒)。那如果碰到以下狀況呢? [code] ───┐ ───┐角 ───┘ ───┘色 ┌——┐ ┌——┐ 角│台| │台| 色│階| │階| ▔▔▔▔▔▔ ▔▔▔▔▔▔ [/code] 有些平台被放在如上面示意圖的左上角位置,當你貼著台階牆壁跳躍,這時角色會因為牆壁的黏性無法左右移動,而當角色高度高於台階了又會被左上角的平台側邊黏住導致也無法往右站上台階,就造成原地起跳後又只能原地落下的尷尬狀況。當然你可以保持距離後再精準跳進平台與台階之間的空隙,但為什麼玩家只是要跳個台階必須花這麼多工夫呢? 再來是技能樹,這遊戲有三種武器 (單手劍、雙手劍/斧、長矛),照理說正常的技能樹設計會讓玩家自由特化想玩的武器方向,但這遊戲的技能樹每條分支內都存在至少兩種以上武器的技能,到底有什麼毛病? 最後是存檔機制,都設置女神像當存檔點了,為什麼要在我配完技能點後自動存檔?我打完第一個 Boss 後存了檔,接著點錯了技能重開遊戲,他媽的已經是配完點的遊戲狀態,逼人開新檔重玩,草。 美術方面見仁見智,我是覺得不適合套在類銀河惡魔城遊戲身上。另外有個疑問是某些怪物往地上捶的動作,在武器與地面間有類似衝擊波的特效,那個特效消失所需的時間好像有點久?衝擊波整個定格在那慢慢變透明,不知道該何時靠近才不會受傷。 總之,這遊戲沒有什麼亮點,倒是有很多地方需要再琢磨。不推薦入手。
Un bel gioco platform che fa passare una 50-ina di ore , non è ripetitivo ed è abbastanza lineare con una buona possibilità di variare il tipo di arma e accessorio, preso a meno di 5 euro vale sicuramente la spesa.
Ive refrained from reviewing this game for years... but i think its finally time... since ive yet to go past the settings screen due to: Has a Known resolution bug (which has been around since the game LAUNCHED) that locks you into whatever IT thinks your resolution is (varies per person) and there is absolutely no way to change it manually for me its 4096 x 2160. which is higher than my screen has processing power for 100% of my "gameplay" time has been me, trying to find a workaround for this bug for the last several years
難しすぎる上にこっちの救済手段がない
Pretty solid
没带透视镜打完坏结局就不能进dlc就已经值得一个差评了。打完二周目坏结局本来想进dlc做一下收集,结果只能进新周目了。 地图设计也是逆天,先不说大量的死胡同,绕路。我感觉好些封死的地方完全可以打开通路让跑图更顺畅,遗迹运河到地下城那个紫色门的地方是封死的,就因为这个封路,就不得不从两边更远的地方绕路走。可以传送,但是通过传送门也很远。个别地方我觉得作者一开始是打算可以通过的,因为地图上显示可以通过,但是实际上是封了道墙。 dlc难度作者直接放飞自我。
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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