
After tens of thousands of years, the ancient weapon Holly awakens, starting her revenge against humanity. Experience the strategy of creating pitfalls to trap enemies and the exhilaration of burying them alive. Dive into intense combat!
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Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Polish, Simplified Chinese, Japanese, Traditional Chinese, Italian
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
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I enjoyed the game.
Ancient Weapon Holly is an action roguelite developed by ACQUIRE Corp. and published by Aniplex Inc. together with ACQUIRE. The game presents a dark fantasy premise centered on a powerful ancient weapon that has been sealed away for thousands of years after wreaking devastation during a past war. Players control Holly, a mysterious girl-like entity who awakens deep within a labyrinth after a long period of imprisonment. Despite her innocent appearance, Holly is actually a destructive relic of war created by humanity itself. When she regains consciousness, she discovers that the world above has continued without her, and the bitterness of her confinement fuels a new goal—to climb through the dungeon, return to the surface, and unleash her vengeance upon humanity. The narrative establishes an intriguing contrast between Holly’s appearance and her destructive nature. She looks like a small, fragile girl, yet she is capable of manipulating the environment around her to crush enemies and reshape the battlefield. As the player progresses through the labyrinth, fragments of Holly’s past gradually emerge, hinting at the circumstances that led to her creation and eventual imprisonment. While the storytelling is relatively subtle and delivered mostly through dialogue snippets and environmental context, it gives the game a melancholic tone and frames the dungeon crawl as more than just a simple escape mission. Gameplay revolves around a roguelite structure where players repeatedly explore the floors of a dungeon filled with hostile enemies known as Slayers. The objective on each floor is to survive waves of enemies while protecting Holly’s altar, a structure that serves as the source of her power. At the same time, players must locate and destroy enemy gates that continuously spawn attackers. The destruction of these gates clears the floor and allows Holly to advance further toward the surface. If Holly or her altar is destroyed, the attempt ends and the player must restart, though some progress and upgrades carry over between runs. What truly distinguishes Ancient Weapon Holly from other roguelike dungeon crawlers is its environmental combat system. Instead of relying primarily on conventional attacks, Holly can manipulate the terrain itself by creating pits in the dungeon floor. These pits act as traps that enemies can fall into, leaving them vulnerable to devastating finishing moves when the ground collapses back into place. This mechanic encourages players to think tactically about positioning and enemy movement. Luring enemies into traps becomes a core strategy, transforming each encounter into a small puzzle where the battlefield itself becomes the weapon. As players defeat enemies and clear dungeon floors, they collect resources that can be used to upgrade Holly’s abilities. These upgrades enhance various aspects of her power, such as increasing her combat efficiency, improving trap effectiveness, or unlocking new skills that change how she interacts with the environment. The progression system provides a sense of long-term growth even when individual runs fail. Over time, Holly evolves from a weakened ancient relic into a much more formidable force capable of handling increasingly dangerous enemy waves. The dungeon structure itself consists of multiple floors that gradually increase in difficulty. Early stages introduce players to the core mechanics and enemy types, while later floors present more aggressive foes and larger groups that attack simultaneously. As the pressure increases, players must carefully balance offense, defense, and trap placement in order to maintain control of the battlefield. The action can become intense when several enemies approach from different directions, forcing players to quickly create traps and reposition themselves to avoid being overwhelmed. Visually, the game adopts a stylized aesthetic that blends dark fantasy themes with anime-inspired character design. Holly’s character design is particularly striking, presenting her as a delicate figure with a mysterious presence that contrasts sharply with the destructive abilities she wields. The dungeon environments are built around stone corridors, ruined chambers, and ancient structures that reinforce the idea of exploring a long-forgotten underground prison. While the atmosphere is effective, the environments tend to rely on similar visual elements throughout the game, which can lead to a sense of repetition over time. The audio design supports the game’s tone with moody background music and impactful sound effects during combat. The sounds of collapsing floors, enemy attacks, and Holly’s abilities help give weight to the gameplay mechanics. Although the soundtrack itself is not particularly large, it contributes to the overall atmosphere and maintains the tension during battles with large groups of enemies. Despite its creative concept, Ancient Weapon Holly does show some limitations. The trap-based combat system is interesting at first but becomes the dominant strategy throughout most of the game, which can make encounters feel somewhat repetitive after extended play. Additionally, the dungeon environments and enemy types do not vary dramatically between floors, reducing the sense of discovery that many roguelike games rely on. While the upgrade system adds progression, it cannot completely compensate for the lack of variety in level design. Even so, the game still offers an engaging experience for players who enjoy roguelite dungeon crawlers with unique mechanics. The ability to manipulate the battlefield by creating traps introduces a refreshing twist on traditional combat systems, and the steady progression of Holly’s abilities creates satisfying moments of empowerment as players advance deeper into the dungeon. Ultimately, Ancient Weapon Holly is an intriguing roguelite that blends strategic environmental combat with a dark fantasy narrative about revenge and forgotten weapons of war. Although the game does not fully realize the potential of its ideas due to limited variety, its distinctive trap mechanics and atmospheric setting make it a worthwhile experience for fans of experimental dungeon crawlers. Rating: 6/10
Enjoyable
ACQUIRE Corp.在24年3月推出的俯视角STG《超古代兵器霍莉》,游戏加入了独特的挖坑机制,并融入了rogue元素。ACQUIRE Corp.旗下的作品涉猎范围非常广泛,除了各种JRPG外,偶尔也有像本作一样的独立游戏。 [h1] 游戏剧情 [/h1] 在人类历史有记录之前,有已经有了先进的文明,然而随着战争的爆发,人类也濒临灭绝。与此同时出现了一种人形兵器,人类对此感觉到了威胁,将其封印了起来。数万年过去后,兵器再度苏醒,被称为“霍莉”的自主兵器开始对人类展开报复。为了能够重新回到地表,霍莉需要消灭阻挡自己的屠杀者,并摧毁每一层的“门”。 [h1] 主要玩法 [/h1] 尽管是STG游戏,不过霍莉的远程攻击在本作中偏向于辅助,主要用于打碎墙壁,挖坑才是核心输出手段。霍莉可以破坏身边的任何一块地面,近身的敌人跌入坑洞中后可以踩头,和《淘金者》十分相似。把坑洞填上可以直接秒杀洞中的敌人,战斗效率比发射法球要快得多。在战斗和探索中会获得3种素材,可以在祭坛强化霍莉的属性,死亡后依然可以继承这些数据。每层中会有多个门,门会按时放出屠杀者,相较于其他杂兵而言,屠杀者不仅攻击判定更强,并且可以破坏墙壁从而威胁到己方的祭坛。在保证祭坛安全的前提下,破坏所有的门后就能进入更高一层。 [h1] 游戏体验 [/h1] 本作采用了双摇杆的模式,然而作为STG核心的射击效率很低,玩家更多的时候都是在挖洞,需要花一些时间适应操作。玩家需要在随机生成的迷宫中寻找门逐个击破,并且还要保证在探索过程中,自己家的祭坛不会被屠杀者偷了。尽管听起来似乎很有挑战性,但是游戏自带一个全图视野,玩家可以随时切到自由视角观测全图,于是游戏的难度骤降。随着层数的提升,敌人的强度会上升,然而本作是有秒杀机制的,于是养成的方向也变得比较固定。一般都是优先堆砌防御,提升探索的容错率,并提升祭坛的抗性,至于人物的基础攻击,可以放到后面再考虑。 [h1] 结语 [/h1] 玩法独特的俯视角双摇杆STG,上手难度不高,并且养成内容也比较单一。尽管加入了rogue元素,不过开荒时不会太过受苦,在对机制有足够的了解后,通关的难度不会太大。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
[h1]身为AI战争机器人,又怎么能不以消灭所有人类为己任呢![/h1] 《Ancient Weapon Holly》是一个弱故事性的动作类迷宫探索游戏,这又是一个人类被AI机器人消灭掉的故事,不过这次我们饰演的不是拯救人类的英雄,而是消灭人类的AI人形武器机器人!游戏的玩法相当简单,身为战争机器的我们拥有者移山填海的能力,就是不停的挖坑埋葬所有路上的人类和怪物,把所有的传送门轰碎,直达地上消灭所有人类! 游戏的画面相当不错,角色建模相当不错,甚至有些可爱,活动场景是由各种方块组成,各种材质不尽相同,有的可以击穿直接走过,有得击碎能得到能量宝石,有些墙面如同金刚是攻击不动的!各种墙面构造不错,相当容易辨认,不过在地底这种昏暗环境下,游戏光影效果似乎过甚,各种反光会导致眼睛很容易疲累。 操作上游戏更是简单,左键攻击(用来攻击墙面),右键挖坑填坑,基本就是引诱敌人,并在敌人必经之路上挖坑,等敌人掉坑里就直接填坑把他埋了,以此获得敌人身上的能量石。能量石有三种,收集到一定程度可以在基地或者灯塔处升级角色天赋,让角色拥有更多的属性可以挑战更强的敌人! 每次把所处层面的传送门全部击碎就能进入下一层关卡(向上一层楼),直到上到地面为止,不过为了能有更高的能力来挑战更强的敌人,建议还是把本楼层所有怪物消灭,获取他们身上的所有能量石,并且探索所有的宝箱和蕴涵能量石的墙面,这样才能能力最大化!当然,这个前提是守好我们的祭坛,不然被敌人“偷家”了可就功亏一篑了! 整体而言,游戏操作简单,画面不错,除却偶尔敌人会卡在某个奇妙的地方出不来和光影反光过甚之外,游戏还是相当不错的,在闲暇之余还是值得一玩的。 [quote]欢迎关注我们的鉴赏家:[url= https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url= https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
キーマウなら特に支障はなかった。
どんな敵キャラでも一撃で倒せるのが斬新で面白く時間を忘れてプレイしていました、MOBA好きな人には好きなゲームかもしれません。あとホリーの見た目が好き
ACQUIRE,这家曾经参与开发了《秋叶脱物语》和《八方旅人》的公司,无疑是日式RPG的资深开发者。然而,最近在浏览他们的相关信息时,可以发现他们更多地涉足独立游戏的开发和发行。这可能与角川的收购有关,角川的擅长DRPG和迷宫元素的的开发,而ACQUIRE现今开发与发行与DRPG、迷宫相关元素的独立游戏比例在显著上升。 今天,我们要介绍的是ACQUIRE新近推出的一款游戏——《超古代兵器霍莉》。这款游戏虽然有着DRPG的风格,但却不是第一人称视角,也不是回合制,是一款较为新颖的迷宫逃脱游戏。在游戏中,玩家将扮演一个被深埋在地下10层的古代兵器,通过不断的冒险回到地表,向封印自己的人类复仇。 相比以往的地城冒险游戏,本作有几个显著的特点:俯视视角,无迷雾,可以随时自由查看地图。没有冒险伙伴,玩家需要保护自己所在层的力量源泉祭坛不被破坏,同时还要摧毁敌人的传送门、打倒入侵者。游戏内有较为离谱的局外成长内容,解锁的内容基本完全保留到局外,角色死亡后再次开始游戏会从失败楼层的前一层直接开始,而非从头开始,因此挫败感并不强烈。 初期玩家只有远程攻击方式,面对最弱的骷髅兵也需要多次攻击。强大的入侵者不仅耐打,还会主动破坏墙壁,攻击玩家的祭坛,甚至能够用盾牌弹回玩家的远程攻击。游戏的特色在于,玩家可以通过在地上挖坑,诱导敌人落入陷阱,然后填坑来秒杀怪物。 围绕这一机制,游戏还设计出了特殊的分裂怪物,这种怪物只有用填坑的方式才能被击败。此外,入侵者也会变得主动先将视野内的空坑,手动填满。玩家可跳入坑中躲避常规攻击,暂时避免被敌人伤害,暂时没遇上会填坑埋杀玩家的怪物。 遗憾的是,游戏的怪物种类并不丰富,每上一层虽然会增加一种怪兽,但玩家的战斗方式在解锁几个关键技能后并没有太大的变化。此外,游戏的瞄准功能表现不佳,尽管是双摇杆操作,但瞄准经常会出现贴脸射偏的情况,只有挖坑填坑的操作可以依靠光标调整,远程攻击的体验有待改进。 总体而言,《超古代兵器霍莉》在地城冒险游戏中引入了新颖的元素,上手相对容易。大量的局外成长和缺乏特别的难度设置意味着玩家只需投入时间就能通关。然而,无论是怪物的种类还是玩家获得的奖励都不够丰富,长时间进行重复操作可能会导致玩家感到厌倦。 此外,游戏的画风略显诡异,对于某些玩家来说可能不太讨喜。倒是配套的官方漫画挺萌,本篇大量插图都是官方配套漫画。如果你对迷宫逃脱类型的游戏感兴趣,那么《超古代兵器霍莉》还是值得一试的。 [quote]加入[url=https://steamcommunity.com/groups/feizhai]肥宅聚集组[/url],这里是游戏肥宅与咸鱼萌新的聚集地。 关注[url=https://store.steampowered.com/curator/28359939]肥宅鉴赏家[/url],一起当肥宅w[/quote]
ブロックを破壊するのが気持ちよかった。 「ブロックを破壊する(気持ち良い)→強化アイテムが出てくる→ブロック破壊が効率化される(さらに気持ち良い)→ホリーを強化する」この一連の流れが面白かった。 序盤はある程度適当に近接攻撃を振り回せばどうにかなっていたが、後半は考えながらの立ち回りが求められ、歯ごたえのあるゲームになっていたように思う。 振動が気持ち良いゲームなので、振動付きのコントローラーでプレイすることをおすすめします。
イージーモードなのに、全然イージーじゃないw 攻撃力をパワーアップさせても、結局敵も強くなるから倒すのに時間はかかる しかも最大にパワーアップさせると最後に溜め攻撃が入るから、攻撃の連射性能が落ちる罠 連射性能が落ちると、ブロックを破壊するのに時間がかかるからゲームが進まない しかも後半になるとブロックの耐久性があがってさらに進まない にも関わらず、死んだらスタートに戻される、ではなく一つ前のエリアに戻される 全然ゲームが進まない、イージーなのに、、、
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