
This is a 2d platform adventure exploration game that combines platform jumping and straightforward fighting. Players will gradually find the lost memory and uncover the truth of this fantastic world with AOI.
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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, Polish, Simplified Chinese, Portuguese - Portugal, Korean
Engagement
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
开局三分钟的我为什么会和死亡骑士打起来。 我没上升降梯,爬墙的,没想到就找到了隐藏通道,然后拿了几个宝箱,之后就遇到了那个boss。 刚开始练可以击剑格挡都不知道,加上冲刺没有boss转起来远,打起来很煎熬。死了几次后发现可以爬墙打怪,智慧就简单了。 到了村庄(这时有1300左右钻石),不小心买了个吸魔石,在考虑要不要重创存档。
这窗口化跟全屏没啥区别,能弄几个分辨率选择项吗?
首先能把游戏做出来这点就已经很值得夸奖了。 但是作为玩家来说,游戏的质量目前还不是合格的,内容很匮乏完全没有打击感,可跳跃的平台和背景融为一体没有主次,怪物攻击没有预兆,前期的引导近乎于无,等等问题。 期待后续补充,只要不整出烂瓜级别的事,都会一直支持的,加油! 音乐意外的挺不错的,但是主角的受伤音效属实是,笑 然后就是地图设计 场景之间的切换,一言难尽,有些莫名其妙的感觉。 2022.12.23 我属实要被跑酷气昏了,想要通关必须得跑酷,虽然比不上苦痛之路但容错率很低,可空洞跑酷也不是主线流程啊....奥日1虽然跑酷也很难,但是视听体验也真的很不错,相比之下真的好恼人,有种为难而难的感觉,哪怕是黑魂那种受苦虽然在初见时很离谱但是久了又有理所当然的感觉,真的....有点体会到那些被魂劝退玩家的感觉了。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
打到第一个boss,我在思考作者是不是不打算卖多,第一个场景的杂鱼居然要砍6刀然后就给1块钱而且一上来就是各种平台跳跃对新手很不友好。接着boss见面就是一个剑刃风暴一开始没跳上墙直接被墙角一套带走我就发现这游戏受伤居然几乎没有任何无敌时间接着一个苹果就恢复1格血而且还有CD。然后就是笼子砸完也还有半血,但是我们的伤害是很低的接着boss居然还会招小怪。我真的建议作者去看看樱井正博的做游戏讲座。总之我不推荐手残党游玩。
Il gioco ha decisamente del potenziale; ci sono, però, diversi problemini tecnici che sinceramente danno fastidio. Ho notato anche un problema di bilanciamento rispetto ai danni sia dati che ricevuti (penso che sia dato però dalla legnosità di certi movimenti). Nonostante tutto il gioco sembra carino dal punto di vista artistico e ha anche un' esecuzione non male. Aspetterò che esca dall'accesso anticipato e poi valuterò se acquistarlo definitivamente o meno.
通关之后觉得其实还挺不错的。 难度方面,开始的版本的确是挺难,但到现在的版本已经好很多了,毕竟是早期版本。虽然难,但也因此有了挑战性,从最开始的喝药家,到后面的“几乎”无伤。感觉对我的提升挺大的。 画面,立绘方面...我觉得是很好看的。 战斗方面还好,还在改,作者群里也有很多人在提意见,出主意什么的。 觉得还是有前途的。
muy buen juego xD aunque me morí demasiado me gusta bastante :D recomendado
looks really beautiful and that why i got the game initially... but umm after trying for about 10 mins i couldnt go further than the spawning island/area :" ).. might just be that im dumb but maybe better guidance could be smth you guys wanna add down the line. i mean this is a early access title so obv things wont be polished :) soo gl devs ig
(有点小剧透,介意的人别看隐藏)像素横版过关很对我胃口,打了两个流程,一周目是用太刀近战过的,二周目玩远程种蘑菇每次都有不同的体验, [spoiler] 快慢两个飞刀之间还有交互,冲刺+太刀的平砍也很帅,还有时停要六格蓝才能用,一周目的时候没买加蓝上限的死活放不出来, [/spoiler] [spoiler] 最后的逃亡满满的压迫感,建议一周目建议不用滑板去打一遍, [/spoiler] [spoiler] 高度越高跳水沉的越深利用这个解密拿隐藏的设定也很有意思,建议这种隐藏多来点 [/spoiler] 刚开始真的什么都不知道也没有指引好多能力都是通关后才了解到的,建议多开几周目玩玩,刚开始上手确实难打熟悉了之后就觉得难度也还行,就是那种难度曲线不够平滑,对没有耐心的人容易劝退,但是反馈后修改也很快,打二周目的时候还加了嗑药快捷键,方便了很多,骷髅的血量也砍了,也加了一些游玩提示,希望游戏越做越好。最后提点小要求(不加也没关系)买药能调整数量,一次卖好几瓶能舒服很多。
一堆初见杀,远程怪隔着屏幕打子弹,有的还是地图炮
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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