
“ANNIE:Last Hope” is a HD Voxel top-down shooting game. The story began in 1990s. There was an outbreak of an unknown creature invasion and a couple got separated when escaping. Annie went on her difficult journey in search of her fiance.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese, Japanese
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
通关下来,本来是自己心中打个中评就好了,但是一看商店里吹上天的彩虹屁对比我实际上的体验,那我必须要给个差评。 高情商:主创沉浸在自己的创作里不能自拔;低情商:除了美术啥也不是。 首先就是视角问题,流程里充满了自作聪明的固定视角运镜,直接导致个别几场遭遇战卡视角,而且有些遭遇战场景既没有断掉玩家前进的道路,也没任何提示必须战斗,就愣是设置空气墙要你打完,不过也确实,逃掉这些遭遇战的话确实没啥玩头了。 我不知道这游戏手柄适配咋样,但是键盘操作是我玩到现在pc双摇杆射击里比较屎的,普通武器都还好,但是中期喷火器那段流程应该是要玩家爽的直接打到我气的想砸键盘,喷火器不能秒人不说,怎么沾了火的敌人就直接加速来必须死前要来挠我一下,因为我有急支糖浆???但是被火瓶砸中火的也并不会加速啊,这段最后我是直接放弃拿喷火器拿弓箭配合燃烧瓶过去的。这激光辅助线也是画蛇添足,我看还是最新的更新加上去的,如果你们没qa过可以自己试试,这玩意完全不准,你在跑步状态下武器直接乱晃,还不如加深玩家的准心来的有意义。说到跑步,既然游戏是无限体力,且非战斗流程是默认主角跑步的,那为什么还要在战斗流程里加个走路模式,大家都有我也要有是吧,感谢制作组来摧残我按住shift的小拇指。 游戏整个充满做了一半没钱了赶紧收尾拿出来卖钱的样子,首先是莫名其妙的金钱系统,游戏场景里美术做了拿钱当燃烧物的场景,结果玩家自己又需要捡道具然后在商人那边一键转卖换成钱然后再购物??商店里武器到最后问号空格也没填上,我看了下讨论就是没做完,那么可不可以直接把问好空格删掉不要骗人?主线推到金库后转小墨西哥的时候过场有个莫名其妙的地图转场场景,还以为会去右边,但是实际上并没有,整个小墨西哥流程也是突出一个糊弄,对比其他场景实际长度完全不够。 总之,打折后23块这个价格我是完全给本作的美术的,这也是我唯一不做任何批评的地方,另外因为狗屎操作和毫无成就感的战斗系统,我对本作的白开水剧情也毫无感觉,也许是因为我没在2020年那年发现这款游戏,没有陪着你们走过ea,我是完全不能共情这5个小时不到下来的游戏内容。而现在商店里500多评论配上这91%的好评率,我认为是不配的。
约6小多时左右达成了全成就,本作质量可圈可点. 优点有: 1.立体像素+丧尸题材国产游戏不常见. 2.成就党非常友好,无任何收集品和难度挑战类成就. 缺点有: 1.中后期内容删减痕迹较重,甚至连基本的武器系统都没有做完,后半段剧情突然疯狂加速. 2.过场部分NPC对话语速过快. 3.镜头穿模、角色卡墙角等细微bug有好几处,技术上有瑕疵,感染皮卡BOSS击败后右侧有一个无限死亡的bug.
The voxel graphics are cool and they run surprisingly smoothly, but that's about it for the good. The story, the combat, the level design, even the checkpoint system: all of that barely works and seldom makes any sense. Many things hint at a troubled development, which could explain the above. Those big crab enemies you see in the trailer and in a few cutscenes? They're just there for decoration, you never actually encounter one. The shop interface, with slots for 16 different weapons? 10 weapons actually show up there, one more (the semiauto shotgun) only appears in the very first level in the game and never in the shop (why? it's not like it wouldn't fit as an upgrade to the first 2 shotguns), another one (the flamethrower) can only be used in a very short segment of a specific level (and I can see why, it's barely functional), and the remaining 4 simply don't exist. That hint in the second half of the first level, letting you know you can kick boxes to break them and loot their contents? There's almost zero boxes for the rest of the game, only a few in the second-to-last level (and those can't be opened by kicking, you have to shoot them). If you can get past the general jank, the time-wasting story, and the occasional level restart when one of the numerous bugs causes a softlock, it's not a terrible experience and you'll be done in about 4-5 hours. Should you bother with it? Well, there's one unintentionally funny moment near the end, [spoiler] after defeating the second to last boss a self-destruct activates and it reuses the TacNuke alarm sound from Call of Duty [/spoiler], but it's probably not worth it. Wasted art direction/10
Wow! Voxel grafiklerle başarılı bir Resident Evil klonu yapılabileceğini hiç ummazdım. Mutlu bir şaşkınlık oldu.Senaryosu, çatışmaları, hikaye videoları tam RE kalitesinde. Herşey tam ayarında , oynunun süresini uzatmak için RE'ın girdiği süründürmeceleri yaşatmaması da ayrı bir artısı. Bu kadar ucuza başka bir tanesini bulamazsınız
疯狂厨师长这个BOSS的设计实在是太垃圾了。 自动瞄准永远只会吸附到BOSS身上,导致你一边被周围的小怪围殴一边又难以打到它们,气炸; 然后BOSS的三连拍没有任何道理地吃了第1下就必定吃3连,哪怕是用能闪开伐木场原木场景攻击的无敌闪避都躲不开后面两次攻击,挫败感极强,完全没有必要这样设计,除了恶心人外并不能让人有任何挑战感,这一个BOSS就快把游戏前期积累的好感全部败坏,属实可惜
[h1]【祝☆日本語追加】[/h1] レトロなローポリに萌えて購入したが、こんなに夢中になるなんて予想外。 o( ̄▽ ̄)oオモレー 序盤、萌えるボクセル (3D空間を立方体の単位で表現する技術) な世界観を「のほほ~ん」と楽しんでいた矢先、これ俺クリア出来るんか?くらい雷電 (1990年の名作縦シューティング) な攻撃が始まってビビったw アクション苦手だと苦戦を強いられるかもしれないが、全てはパターン攻撃なので、「何度でも死んでやるわ!」くらいの気持ちで色々と試しながら遊んでればクリアは出来るかと。 「やべぇ( ̄0 ̄;)」と思ったら、とにかく転がり続けなさいb ・パッドが断然遊び易い ・弓矢がかなり使える ・段ボール箱はお金になるアイテムが出現する事があるので蹴りまくれ ・ショッピングモールでアニーが突如消えるバグに遭遇したが進行に問題はなかった ・実績はクリアすれば全ゲット出来る(はず) ◆オートセーブについて 各ステージの分岐点で自動セーブされるが、ショップに入る事でも自動セーブ(各弾薬も補充)される。※セーブされると必ず画面右下にセーブ済マークが黄色で表示される 注意点としては、全ての武器の「マガジン装填」と「ライフ回復」をした上でショップに入って買い物をしましょう。そうすることで万全の状態でセーブされて次のステージに進める。 -総評- 丁寧に作り込まれた箱庭な世界観に、ファミコン時代を彷彿とさせるやり応えのある戦闘。ストーリーに既視感はあれど、各ステージのギミック (仕掛け) や、次から次へと登場するユニークなデザインの怪物どもとの戦闘はバラエティーにとんでいてとても楽しめた♪ 気になっているならセール時は安いので「あり」で☆ -ラスボス戦について- [spoiler]ラスボスは移動してる間、体に触れてもダメージ判定がない。そして特殊攻撃時は密着しているとダメージ判定が無いので、タイミングを見計らって懐に飛び込み、ひたすら弓矢で攻撃するパターンを繰り返していたら簡単に倒せた。変異後は雑魚キャラが湧き出すが、上手く立ち回りつつ遠距離からライフルで攻撃していたらなんとかクリア出来やした。[/spoiler]
小游戏可以做点壁纸送给玩家,又不费事
A hidden gem, a pixel-perfect fight, Annie: Last Hope is tension done just right. With cubical charm and atmosphere so thick, It grips you fast — and lets the moments stick. The visuals? Minimal, but bold and clean, A voxel world that’s haunting and serene. Each shadow looms with purpose, not by chance, A crafted stage where fear and skill must dance. Combat feels crisp — each weapon earned, not given, With upgrades tight and every shot well-driven. From room to room, the pacing never drops, Puzzles, lore, and sudden, brutal stops. Reviews don’t lie — Annie holds her ground, A story dark, where depth and style are found. More than a game — it's proof that indie care Can build a world you want to fight to spare.
困难难度通关,成就22/22。 小品作,6小时就通了,但很有诚意,不是粗制滥造之作。第一部分的城市/地铁/购物中心相当惊艳,场景物品的破坏效果显著,第一印象很好。第一部分之后估计是预算不足,场景互动和物品破坏就变少了,最后一章更是基本没有什么物品破坏效果了,但也算是一个完整的故事,有些演出还挺有意思的,没有烂尾,结尾还留了扣子(估计不会有续作了)。剧情就是千里寻夫记,走到哪死到哪(避难所的幸存者:我t m真是谢谢你了)。平常战斗难度低,boss战不算难,找到规律就好打,反而是某些场景杀有点烦,滚一下射一下就完事了。 清爽小菜,打折可入~(另外想问游戏到底有几把武器,我只拿到手枪、两把弓、两把霰弹、微冲、m4、ak、左轮和猎枪)
刚出的时候就玩了,还玩了好几遍,补个好评,好喜欢这个美术风格,剧情也做得好。希望能早日出续集!加油!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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