
Roguelike shooting game with an autochesslike card system. Now what you get after cleaning a room not only depends on your luck -- it depends on the combination of planning, decision, and luck. What is your road, you decide.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
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电子游戏萎靡症晚期的我已经很难启动和沉迷游戏,但这游戏是个例外。 完美结合自走棋、DBG、rogue,戳中了我的爽点,目前还没见过同类。 除了核心玩法延寿之外,乐此不疲玩这么久还跟制作组小团队的用心有关,几乎至臻至善,堪称同行楷模: 1. 至少50张牌,每张都有主动技能和被动效果可选,30小时也就只体验了两成主动技能; 2. 大约30种卡牌羁绊,每种两三层效果,30小时也就只体验了一半流派; 3. 关卡和boss都经过精心设计,30小时仍会遇到不少新关卡,很多关卡死了都想给设计者点赞; 4. 难度平衡非常好,没有出现过于轻松或困难的情况,死了也不会特别灰心。 最后友情提示,死了瞬间Alt+F4重开能读档,我死了50多局才发现,简直血亏! 另外再安利制作组开发的《时间之神的猫》,非常烧脑的解谜,设计者功力太深,实在佩服!
相比于其他流派 多彩实在是太强了。 前期找2个疯狂,增加20点攻击力,减的那点蓝根本不是事。 然后攒钱攒到50块以后,疯狂找多彩,找到5个多彩以后,极限情况下可以搭配出10种种族特性和5种颜色特性。 接着找幽灵让子弹穿墙,找虫子-40攻速,但子弹四发,好游戏结束了。进一个房间5秒清完,最后3秒还是在找怪。 相比于多彩,感觉其他的特性都是用来凑数的。
A surprisingly solid game. The preview videos give you a pretty good idea of what the game is like, so check those out if you haven't already. Is the game worth your time and money? If you like what the preview videos look like, and you like roguelikes, then yes. If you want some more details, then continue reading. So what is this game then. It's a roguelike where you explore stages with a few randomly set up hand-crafted rooms in each of them, and deal with the encounters in these rooms. These encounters are most often combat oriented, with some trap avoidance, bonus boss', and "other" types in there to break the monotony. There's also nice risk vs reward thing going on between trying to keep at least 50 coins on hand for the maximum room clear interest bonus vs using that money to buy cards or card slots to get stronger and actually survive the next encounter. What kinds of rooms you encounter in any given run is determined at home when you make an exploration plan and set out. As far as I can tell, the game is set in and around a castle/manor, and different areas have different levels of pollution, those being light, moderate, heavy, and chaos twisted. On top of this you can select normal, hard, crazy, or nightmare for that exploration plans overall difficulty. When you clear a room, most of the time you open up an altar. From that altar, you can get new cards, and equip and re-equip the cards you already have. With the exception of the level start shrine, all of them have a tendency towards one type and color of card, as shown by the light they emit, and the symbol hovering in said light. This doesn't guarantee that an orange shrine with a puppet on it will always spawn either type, but you can always spend 2 coins to re-roll the 5 cards offered. So what are these cards you ask? They're your equipment. It's what makes you kill gud. Every card has a different type, color, and its own active and passive abilities. Every color has a set bonus, as does every type, so you have to mix and match colors and types, since there are only a handful of cards that share a type and color. The set bonuses do all kinds of different things, like increasing how many bullets you fire per shot, making your bullets explosive/toxic/bouncy, or summoning autonomous stationary shadow turrets etc. So besides having set bonuses, the cards also have levels, and you power them up by buying more of the same card. Buy 3 of the same card, and they combine into a level 2 variant. Get 3 level 2's and you get a level 3, which is where the upgrades stop. You get up to 4 active slots, and 6 passive slots, for a total of 10. While equipped the cards type and color are always active, but as you might have guessed, the slot type determines if the cards active or passive ability is activated. Thankfully the game has a card manual you can open whenever by pressing C, so you don't have to remember every card by heart, and can more easily plan around what shrines you should be rerolling. Now, seeing as the game is a roguelike, you lose all your cards when you die. Now let's talk progress, as in the stuff you keep even after death. Beating bosses gets you loot to be used in the home base, and collecting lore pages gets you other bonuses like more starting money. The loot can be used to create and upgrade a different type of item. These items give larger straightforward bonuses like more damage or health, but you can only have one of these in use at a time, so that's another choice you need to make for yourself. Then there's the grand daddy of video game progress, beating stages to unlock more stages. It's a simple system. You beat castle floor 1, you unlock floor 2. Beat basement 1, unlock basement 2. It's a challenging game, and I keep making it more challenging for myself by being too miserly, but I'd still recommend it to fans of the genre. That should be everything that needs mentioning, but if you, the reader, have further questions, ask away.
题材和游戏类型非常具有潜力,值得继续细化或者推出续作的一款优秀国产小游戏,再接再厉。
通关了第一次,令人意外的惊喜之作。能从卡牌的羁绊设计和地图/怪物的样式中看出自走棋和以撒的痕迹,但出人意料的地方在于,这些元素在游戏中结合的十分巧妙,看得出来源的同时又有着不少自己的创意想法,值得称赞。 目前感觉需要的: 1.地图的瞬移机制,小机器人跑太慢了,最好能给个类似霓虹深渊中点地图传送之类的功能。 2.第一次通关是彩虹(能看出巫师流的影子来),多羁绊触发下的加成十分给力,但怪物着实缺乏挑战性(可能是普通难度太低了?)成型后按住左键一路扫射就游戏结束了。这倒不是说是什么缺点,只是希望多少BOSS能耐操一点(而且感觉BOSS的技能换皮有点严重,弹幕+冲撞+召唤小弟,能理解因为技能的回复机制需要BOSS召唤小怪来给玩家提供蓝量,但这个技能复读感觉缺乏设计感和差异化)。 不过这一点多少和难度和后续内容相关,期待以后的更新。 3.虽然说单机说平衡有点多余,但是有些词条在目前的体验中明显毫无作用,点名一个射程,地图的障碍物本来就多的要死,子弹哪怕初始射程也绰绰有余,多出来的被动射程看着简直是一种浪费。希望能合并到攻击力或者其他词条之中,或者做一些额外设计的加强。 --- 不管如何,有想法的游戏值得鼓励,期待以后更多的内容。
很好玩,但我手残所以很难,来来回回打了好多遍才打通第一小关,然后在第二小关被巡逻队长暴打…… 金币攒着到最后再用也许是个不错的策略,因为存款有利息,但是有钱之后怎么组合出一套实用的套路就很讲究了…… 目前我比较顺手的是叠毒流派,但是在打boss的时候光顾着躲弹幕了,根本来不及攻击。 PS:多彩流派太强了,谢谢之前评测的大佬们提供的思路。 PSS:王冠流派也很棒,和多彩形成强烈对比,多彩极繁,王冠极简。我个人觉得王冠的体验,至少前期体验,是很不错的,而且成型极快。只要找出第二张王冠牌,基本上小怪就可以横扫,遇到笨点的boss也可以用高攻击力快速碾压。
作者把动作闯关和卡牌养成融合在一起,是一个非常棒的创意,效果很好,让人有继续下去的动力,第一次发现卡牌游戏还能这么玩,总体上是一款非常优秀的国产小游戏,只是看视频以为是可以用手柄在电视上玩的,但是实际上4k大电视屏幕和手柄的开发,需要作者在后续的续作中考虑进去。
可以
游戏的卡牌选项技能作为过关的组合方式 设计的很不错
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