
Break the Targets (BTT) is a unique time-trial platformer game with simple controls featuring hundreds of levels and an online leaderboard for competitive placing.
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Languages: English, French, Simplified Chinese, Swedish, Spanish - Spain
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[h1]«Break The Targets»[/h1] [b]Стремительный платформер (fast-paced platformer). Проходим более 140 сложных уровней, каждый из которых надо завершить менее чем за 30 секунд![/b] На каждом уровне надо собрать желтые камни и сделать это как можно быстрее. Некоторые камни находятся внутри сфер, их придется разбить. Уровни полны ловушек, различных препятствий и врагов. Надо действовать очень быстро, выполнять акробатические трюки, рубить и стрелять. Используйте щит (airdodge), чтобы не попасть под выстрелы или воспользуйтесь канатом, чтобы пересечь пропасти. После достижения определенного уровня ХР вы сможете разблокировать дополнительные способности персонажа, такие как лазер, бомба, телепорт. Они открывают новые способы прохождения уровней за более короткое время. Это поможет заработать три звезды там, где вы не смогли их получить. На уровнях много скрытых секретов. Можно отыскать и подобрать 165 серебряных болтов и 180 карт! Болты можно потратить на кастомизацию персонажа и на покупку атак, а из карт можно собрать целую коллекцию. [code]Если вам нравятся испытания, вы любите соревноваться в искусном прохождении уровней с другими или у вас есть желание поиграть, но время ограничено, то «Break The Targets» вам подойдет. Прохождение уровней занимает меньше минуты, но это сложный вызов, который интересно преодолеть. В игре более 140 уровней, 2 персонажа, множество разных режимов, есть доска почета, поддержка геймпада, редактор уровней и возможность поиграть против фантома самого себя, автора или других игроков.[/code] [i] Обзор был написан для группы [url=http://steamcommunity.com/groups/Obzzor4ik]Обзоры Онлайн[/url]. Почитать другие отзывы можете[url=http://store.steampowered.com/curator/28776273/] тут[/url].[/i]
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]《极限突破 Break the Targets》是一款风格简约但功能齐全的平台跳跃游戏。[/b] [h1]〉核心玩法7.5/10 [/h1] 作为一款平台跳跃游戏,其核心玩法无非是基于模拟重力的跳跃,避开陷阱达到目的地,并进行一定的收集,或是完成各色各样的任务。普通平台、刺(陷阱)、水塘(缓慢)、岩浆池(造成伤害)、限时平台、移动平台、二段跳、弹墙跳等基础元素在本作应有尽有。但如何在此类游戏的陈词滥调中,创新出令人耳目一新、效果绝佳的玩法便是此类游戏能够脱颖而出的重点。 本作的特色是收集的金币有时会被保护在护盾中,玩家需要在空中朝相应方向做出攻击破坏护盾才能收集。这就要求玩家在高速移动中进行反应,难度提高的同时增加了快感。为了防止玩家故意拖慢游戏节奏,通过多次保守的尝试来寻求过关,还设置了30秒的时间限制,带来了些许压迫感的同时,使玩家不得不采取激进的操作来通关,起到了提速的作用。 随着关卡的推进与玩家等级的上升,游戏又引进了钩索、位移和激光弹。这些机制便于理解操作简单,但又增加了无限种组合的可能,给关卡设计师提供了广阔的设计空间。具体关卡设计会在下文“难度”篇中分析。 总体来说本作与《极速奔跑者 Speedrunners》和《井下探险 Downwell》等高速游戏相似,上手简单,但是若要精通则需要花较长时间来进行练习或是背板。熟练后在高速运动的条件下精准地完成一系列动作,看着自己流畅的操作非常有成就感。 [h1]〉操作感 7.0/10 [/h1] 本游戏支持触控、键盘、手柄三种操作方式,PC端常用的是后两种,哪种方式更加顺手因各人对手柄键盘的熟悉程度而异。 对于一款高速的平台跳跃游戏来说,操作感无疑是它的命脉,这不光决定了玩家操作的互动反馈,更重要的是会影响玩家的游戏体验,近而影响玩家对游戏本身的评价。 然而非常可惜的是,本作中一些基础动作的操作感不那么尽如人意。不光是我,翻看一下其他评测,很大一部分都出现了“人物操作很滑”这个评价。“滑”便意味着玩家在操作时获得的反馈与预期不同,下面罗列一些游戏中的情况。 跳跃滞空时调控方向非常不灵敏(非常影响体验);二段跳时如果在第二段起跳前碰到墙会触发弹墙跳朝反向跳去,造成无法跳上目标平台;跳出平台时走到边缘起跳,系统判定为先滑下平台从而无法触发第二段跳(非常频繁的致命问题)。 在基础动作之外,冲刺与激光枪的手感比较灵活,而钩索的操作就比较谜了。我所想象中的钩索应该像《Speedrunners》或手机游戏《Cut the Rope》里那样符合物理规律,按惯性来回沿一部分圆周运动,并且随着时间推移动能越来越小。但在本作中,钩索滑行轨迹并非圆周(轴长可变),且速度有些反常识,对玩家对于轨迹的预判会造成一些困扰。 这些问题在游玩一定时长,熟悉游戏判定机制后会在一定程度上减轻一些。 [h1]〉难度 8.0/10 [/h1] 难度阶梯设置的非常合理。游戏分为青铜-白银-黄金-白金-钻石五个段位,每个段位又分为4级,每级有10个关卡。层层递进,难度突然飞跃导致的卡关现象非常的少。引进每个机制之后都会有一个级别的简单关卡融入新机制来让玩家适应,然后才出现综合关卡。 游戏初期机制非常简单,教程中甚至只有移动、跳跃与攻击三种机制。青铜关卡非常简单,基本是为了使玩家熟悉操作手感,平衡上面所说的“滑”的情况。钩索、位移、激光分别在白银与黄金解锁,但在钩索出现之前,基本操作填充的关卡有一些冗长,不过从使玩家熟悉操作的角度来说也有益处。 [h1]〉游戏系统/游戏性 8.0/10 [/h1] 本游戏有明显的手游移动端痕迹,从触控操作方式到某些UI的展现方式都有体现。在设置界面你甚至只能用键盘左右来选择下级菜单。 非常具有手游特色的是每个等级都有三星的评价,还有一个需要认真搜索不走寻常路才能发现的可收集的零件用来升级。值得注意的是,前期在某些机制没有解锁时,某些关卡是无法达到三星的(比如第一关),需要解锁之后的机制才能获得最高评价。某些地图路线略微开放的关卡会做到首件不会为难你,任何一种路线都能在几乎30s以内完成,但只能得到0到1星,想得到最高评价则需要进行好好的路线规划,在一次次的尝试下获得最终的成功。 每一个段位有一个马拉松模式,要求玩家一次性完成一个段位的所有关卡并进行计时,这可以说是这个游戏最高的挑战,高手便是对于这个模式乐此不疲。 除此之外每隔一段时间都会更新一个特殊关卡,对某个关卡提出一些特殊附加要求,比如只能朝一个方向前进等,增加了游戏趣味性。 以上这些或大或小的游戏方面这对于提高游戏粘度与游戏时间非常有帮助。 那么,刷这些数据的原动力在哪里呢?一开始便提到,本游戏麻雀虽小但五脏俱全,从经验、技能、最好成绩残影到金币、收集品一应俱全。其中最健全的便是排行榜系统。全球玩家同台竞技,每个玩家都可以挂上自己国的国旗,增加归属与竞技感。并且目前这个游戏还处在小众阶段,不会出现某些心术不正的玩家通过开挂的手段来刷分,影响游戏体验的现象。 排行榜还有一个小功能,就是可以上传录像,在卡关时只要付出平时游戏中获得的一定数量的金币,便可下载任意在排行榜上的人的通关残影录像。排行在之前的价格会高一些,排行在你之后的如果你想了解他们的通关思路,价格会低一些,机制非常成熟。 本作还包含了一个关卡设计器,给了社区玩家无限的设计空间,一定程度上保证了游戏社区的生命力与活跃。 [h1]〉游戏画面 7.7/10 [/h1] 画面非常简约与顺眼,各种地图机制元素都以明显的和谐颜色标志出。游戏角色的造型虽然不能选择,但是颜色能进行自定义。角色动作的动画也非常流畅 每关30s的倒数时,背景以水墨风格的日落月出更替作为主题,当你看到夜幕降临新月升起时便会传达到一个信息——时间不够了! [h1]〉音乐音效 7.0/10 [/h1] 平台跳跃游戏的关卡BGM一定要好听,因为大多数时间玩家都在与之为伴。本作的8-bit风格BGM虽然称不上惊艳,但听多了之后依然洗脑,至少我到后期都是一边玩一边抖腿www [h1]〉总评 7.7/10 [/h1] 这是一款非常经典又不失创新的平台跳跃游戏,如果你是刚刚接触这类游戏的新人,不推荐用这款游戏入垦。但如果你是平台跳跃的硬核玩家,这不失为一个好的尝试!
https://youtu.be/P3GCC8A70tI [h1]Preface[/h1] Before I get into the reasons why I personally don't enjoy this game, I have to explain. Break The Targets is a game that is appealing to a very specific niche genre. It’s one of, if not the only game that tries to recreate what the Super Smash games created with their Break The Targets mode. There is a strong, but small, community for this genre, and I imagine there are fans of speedrunning in general who will find this game to be good. However, I am going to be reviewing this game from my own perspective. I've never been a hardcore speedrunner, and I haven’t spent a lot of time playing the Break The Targets modes in Smash. I encourage you to check out the game for yourself and form your own opinions. [h1]Overview[/h1] Break the Targets has many small issues that add up to a less than ideal experience. You start out learning how to move and jump, which are the most basic mechanics that anyone can figure out. However they fail to teach you that you have a shield and a rope that you HAVE to use to progress in certain situations. I had to awkwardly go back to the main menu to look at the controls and find what buttons I had to use for those abilities. The developer agreed with me that this was an issue. They pointed out that it was more clear on the Android version of the game and that it will eventually be improved on PC. Most levels have secret paths and areas that are inaccessible from the start of the game. Only once you’ve progressed far enough will you have the abilities needed to reach those secret areas. I don’t find myself particularly excited by this idea, as most of the early levels are very dull and I don’t find it fun to be continually replaying them. This is intentional, as the levels are supposed to get more complex over time, and you are supposed to be encouraged to replay early levels to incrementally improve your times. I would prefer if there were more options for the player to progress here, rather than being forced to replay these earlier levels and using the secret routes to improve times. In the trailer shown on Steam, they show off gameplay where the character has unlocked all their abilities and is flying around the course shooting lasers and moving super fast. In the actual gameplay, I have to get through many hours of progression to be able to do that. The developer said that many players have been able to progress through earning all the abilities in under an hour. However, if you’re a casual player in this genre, it can feel pretty bad having to deal with only the basic abilities to run and jump for such a long period of time. Every level also rewards me with gold coins, I was looking through several menus trying to figure out what they're used for, and it turns out that they are "Replay tokens", that unlock replays from the developer or other players to let me see how they completed each level. This can be useful if you need help finding routes to improve your times. Recently there have also been other uses added for these coins such as the ability to unlock some modes with them. This is a welcome change as it allows the player to eventually try those new modes just by casually playing the game. It's also really obvious that this game was designed with mobile in mind, with a lot of very large and intrusive UI to make it easier to see on a smaller screen. I also find it annoying that many parts of the UI are slanted in a manner that appears odd on a monitor, but I’m sure would look fine on a mobile screen. My biggest issue with the game is the lack of choice and making the player believe that they do have choices. It’s frustrating to learn when you finally unlock that new Dash ability, that you are ONLY able to use it a set number of times in a match. So you can’t just use this ability to shred as much time as you can off your previous times, you’re pretty much forced to use it in very particular spots to progress through levels, and are unable to use it creatively. This feels completely against the spirit of what games should be, I should feel like I have a choice and I’m doing something cool when I use my abilities, I shouldn’t feel like I’m just playing the level in the exact same manner as every other person that’s ever played the level. The developer disagreed with me on this point. They said in early tests, you were able to spam abilities to your heart’s content. He changed this to be more restrictive as he wanted players to put strategy into how they use it rather than spamming. However I believe this has the adverse effect because of how intense the restriction is. You’re usually only able to use the dash ability 2 or 3 times on most levels. On a lot of later levels, there are gaps or targets placed in a way that you are forced to dash in those particular places. Meaning that you end up with no dashes left to use creatively. I think there needs to be some middle ground reached here. Maybe some cooldown based system. The abilities are fun to use, but it makes it feel unsatisfying when you can only use them the way the developer forces you to. [h1]Gameplay[/h1] The pacing of the game is slow and fails to teach the player vital mechanics. There is a massive amount of content in the game, hundreds of levels, several different game modes, plus a level creator for the community to share their own crazy ideas. But keep in mind in order to try the vast majority of the different modes and levels, you have to invest a lot of time unlocking them. Because of the nature of the speedrunning genre, a large portion of your time spent will be replaying the same levels possibly for hours or days to try and get the perfect time. I understand how some people enjoy this type of leaderboard competition, but it’s not something that keeps me entertained. [h1]User Interface / Controls[/h1] The UI and controls are very obviously designed for mobile. Most typical hotkeys you would use for menus in a PC game won’t work here. If you’re playing on Mouse and Keyboard you’ll likely have to rebind your controls as well. There are also still many parts of the game that have yet to be translated from mobile. Such as on the walls of some levels you can see pictures of how you should control your character using a touch screen. I’ve also gotten popups before to rate the game on the “Play store”, which is Google’s App store. [h1]Graphics[/h1] Graphics are lackluster as all the art in the game are silhouettes. The animations look fine but they’re not particularly satisfying. The frame rate is locked to 60. There are no graphic options, just a slider for “Visual Effects Intensity”, and a checkbox for launching the game in Fullscreen. [h1]Audio[/h1] The music is typical noisy 8-bit style music, some tracks seem alright but others are very repetitive and loud. No issues with the sound effects, nothing special but not too annoying. Sound Effects and Music volume can be adjusted individually ingame. [h1]Final Thoughts[/h1] Break the Targets is a $4.99 USD mobile port attempting to bring back the magic that was in Super Smash Bros. It should be noted that the game is free on the Google Play Store. With the monetisation being from ads and microtransactions. Break the Targets is a fun idea, but it’s missing vital components that would make it a game that I would find myself playing again. If you’re a fan of min-maxing a speedrunning platformer game, then this game is worth looking into as it’s a genre that doesn’t get a ton of attention. However I would have much preferred if the game had additional depth to it rather than being solely focused on being a speedrunning game. This will be a positive or a negative depending on your preference, but I know many other titles that are able to both be a good game on its own, and a good game for speedrunning. [i]If you appreciate this review and want to see more, please follow my [url=https://store.steampowered.com/curator/33350283/]Curator Page[/url].[/i]
Received early, but paid in advance. Break the Targets is a very well made game that exceeds all expectations. The concept alone is a great compliment to hardcore speed running and casual gaming, showing in some rare instances they can co-exist. As an added bonus, this game picks up where Nintendo has sadly dropped the ball since Melee. I would say it incorporates some of the best qualities of Smash Brothers while remaining friendly for all skill levels. Anybody can pick it up and look like those cool YouTube videos, but still have plenty of room to grow. Highly recommended.
我砸键盘了,你们呢? [strike] 毫无防备的留下了属于真正弱者的眼泪 [/strike] PS:不要以为可以用那个拿着武士刀的帅帅,那是不存在的 此游戏的难度略高,对平台跳跃不擅长的玩家,谨慎购买。 游戏的判定有点问题,二段跳是必然的,但是二段跳的判定是从地面起跳,在空中进行二段跳,但是,如果玩家从平台移动了多一点点,也就是人物从平台不小心“滑”到了空中,那么就没发进行二段跳。我被这个坑死了很多次。 游戏的BGM很带感,期待出OST。游戏里有卡牌系统,其实就是收集元素,在关卡中会有随机的奖励卡牌,玩家通过自己的技术可以轻松得到。 每个关卡中有额外道具可以拿,不过这个非常具有挑战性了。要想拿到,并且在30秒内过关,容错率几乎为0。 游戏内有积分排行榜,可以查看自己的排名。玩家重新玩自己通过的关卡,会有一个“影子”作为玩家上一次通关的记录,也就是如果速度超过了这个“影子”等于破了自己的记录。有点期待多人模式会有怎样的表现。 [strike]最后一点,手抖患者慎买[/strike] 昨天我玩的时候中文不是很完善,今天上午制作组就更新了游戏,我打开发现是制作组完善了汉化程度,已经可以表明他们非常用心。 虽然BGM很棒,但是对于一款极度自虐向的手残游戏来说,还不够“劲”
This game is truly amazing. Developed by 1 person, and it rivals pretty much any game I have ever played. If you are a fan of individual level speedrun games, or honestly any fast paced platformer, this game is an absolute must buy. I actually have more than 400 hours playing this game, as you can probably tell from the game's trailer. When I started over a year ago, the game had the classic and tribute levels, a few extra game modes, and one character. Now, we have an additional, completely different character, online leaderboards for every level (including downloadable replays submitted by everyone in the community), probably the best level editor in any game I've ever played (with 100s of user created levels already available), a real time speedrun battle with up to 8 people, and so much more. Qual is continually improving the game and we have an amazing community of players who just make the game that much more enjoyable.
[h1]令我不太满意的竞速游戏[/h1] 本文有大量主观意见,请谅解。 [list] [*]写在前面 这款游戏如果按照一般的动作游戏来看的确还可以接受,但按照平台跳跃游戏来说,做的还欠火候。 如果你是追求竞速或者对平台跳跃游戏痴迷的核心玩家,这款游戏不会让你太失望。 如果你只是普通的玩家,那么请务必看完评测之后认真考虑,避免喜+1。 [*]整体操作 作为一个动作游戏,游戏的操作永远是放在第一位的。就这个而言我觉得还不够好。 每个关卡都有若干个主要目标和次要目标。主要目标的位置设计都不是太诡异,如果规划出路线后很容易控制。而大部分次要目标都需要得到相关道具,或者需要牺牲时间,又或者要高难度的操作才能达到。部分次要目标设置的并不友好,即使在最开始的部分。所以如果强迫症需要全收集,这个游戏能让人抓狂。 地图和路线设计都很合理,除了需要冲记录的情况并不需要极限跳跃等很难做到的事。 人物方面,游戏中的人物操作手感中规中矩,二段跳等技能也并没有出格的地方。相比于N++[spoiler]我的滑板鞋[/spoiler]的手感我觉得还算不错。 道具和技能方面在中后期才能得到提高记录的道具,即使这样也需要大量的练习。所以初心者如果要坚持的话,请保持你的决心。 唯一不足就是在前期没有获得道具的情况下,没办法达到3星,追求3星的人还需要以后重新打。 [*]游戏体验 [h1]注:以下意见仅存在于封闭测试,目前问题已全部得到解决,可以放心游玩。[/h1] [spoiler]之后是游戏体验,可以说这部分是我最不满意的地方。 UI一团乱,到处都是满满的,很难给人一种清爽的感觉,而这在卡关的时候显得尤其重要。 功能太多太杂,充斥着很多无意义的选项,比如能不能开放幽灵,开放几个幽灵,是否需要下载幽灵等等。这么多选项需要一个简练的整合,而就目前来看只是搭配UI起到了反向效果。 除此之外还有操作按键。这些按键太多太杂了,并且没有空键,如果不需要几个按键只能集中映射到一个按键上。 竞速类游戏的操作越简单越好,这样才能保证更快的速度而不是看那些更花哨的动作。 这款游戏对手柄很不友好。各种按键太多,并且都挤到一个手柄上很难操作过来。如果要用手柄玩请务必修改默认的按键,反人类的操作会很大程度影响记录。[/spoiler] [*]艺术表现 可以说这部分做的还可以。 背景方面给人一种柔和的感觉,而黑色的人物和地图让人能更好的集中注意力。 音乐上几首bgm虽然不算好听但非常舒服,多听几次也不会有烦躁的感觉。希望能增加几首bgm并加入OST。 [*]关于段位和排名 其实我觉得现在的段位只是画蛇添足。因为真正的玩家只会看排名,不会关注在哪个段位。竞速游戏和那种MOBA游戏不同,是可以做出具体到每个人的排名的,真正热爱的人只会追求更快而不是更高的段位。 到目前为止已经有很多竞速大佬开始冲击记录,一些已经近似于人类的极限了。如果是初心者,还是不要看排名了,更不要下载靠前的幽灵,这样会严重打击信心。 [/list] [h1]其他[/h1] [spoiler]冲记录需要一颗百折不挠的心,更需要一台好的电脑,别问我怎么知道的。[/spoiler] [spoiler]如果要冲记录建议选前边的关卡,那样起码分数好看一点。[/spoiler] [spoiler]皮肤和记录并没有关系,不要自己骗自己。[/spoiler]
I've been with the game since the start more or less, for over one year of testing and development before it finally was released on steam. If you're looking for a platformer with really tight controls and like competition against other players, or only seek to challenge yourself, this game is definitely for you. Since the stages are at MOST 2 minutes, most ranging below 30 seconds, it's a really good game to just bring up whenever you have limited time. Myriads of modes and other type of challenges also adds to the game's lifelongevity. The game has an awesome community in the discord channel that can be accessed from within the game.
就像介绍里说的那样,一款简约而不失精致,技能多但操作并不复杂的横版平台跳跃游戏。 虽然BGM只是8bit的电子音乐,但也能让人热血沸腾。 二段跳,靠墙跳跃,空中飞踢等等这些技能设定不但让游戏动作变得丰富,也让操作华丽起来。熟练之后玩起来隐隐有种高玩的成就感。 对于技术流玩家来说,晋升到钻石解锁师匠还是很容易的。不过我这样手残的就。。。至今还在黄金三挣扎! 游戏的元素十分丰富,复杂的地形配合绳索,电流等机关,让关卡有更多变化,玩起来也更酷。经典的影子系统可以让玩家更好地挑战自己。 开发者非常贴心的开放了游戏按键的布局设定,从方向到技能都是可以自己设置自己喜欢的键位,还支持外接手柄。不同操作习惯的玩家可以按自己舒适的方法来,对比一些不能改按键的所谓大作简直就是另一种享受。 额外一点,游戏的关卡是免费解锁的,每个章节的解锁需要章节内相应关卡的时间总长度低于某个范围,符合条件就能解锁,但要想在很短的时间能过关不仅对操作的要求极高,不能有片刻犹豫,还要对路线有非常清晰的思路,只有30秒的时限对于萌新来说简直就是十足的噩梦。 总之,这是一款十分硬核的计时类技巧游戏,挑战自我!突破极限。
游戏key来自于[url= https://steamcommunity.com/groups/steamchina] 国人交流组【天朝】[/url]。 ===== [h1]丰富到堪称豪华的游戏系统[/h1] 单单看商店页面就能马上有这样的感受,《Break the Targets》的游戏系统可以说得上是包罗万象了。二段跳,墙跳,钩锁等等操作,以及多种不同的平台带来得是完整的平台跳跃游戏的体验。除了基础的关卡以外,还有相当丰富的悬赏模式、关卡编辑器、动作脚本编辑器、收集品、在线排行榜等要素可以进行游玩。可以说如果你对平台跳跃游戏感兴趣,想要一试,这款游戏无疑能够给你带来足够丰富和有深度的游戏体验。游戏本身对主线关卡的限时30秒也使得游戏在保证挑战性的前提下能在休闲放松时拿起就玩,放下就走。 [h1]画风简洁,音乐带感[/h1] 游戏的画风很简洁,很容易就能在画面上找到目标,小箭头指向的设定也相当贴心。最让人感到有趣的在于随着游玩时间接近限定时间,画面中环境会有从白天到晚上的转换。音乐简单带感,也不喧宾夺主影响游戏本身的体验,与游戏相得益彰,相信出个OST的DLC也会卖得不错。 [h1]让人目眩到略显臃肿的界面[/h1] 游戏界面有些像多年前的爪机游戏,由于本作有相当多的游玩模式,在界面上略显臃肿,新玩家不是很容易就能理解在单机下繁复的游戏内容,而那些尚未解锁的内容对新玩家来说实际上也没有什么意义,因为不达到相应的成绩,玩家是无法解锁更进一步的关卡的,在我看来,不如随着游戏进行再逐步将这些内容呈现给玩家。 [h1]对玩家的限制略显死板[/h1] 游戏中必须达到一定条件才能解锁一些新要素和关卡,这使得如果玩家的操作水平陷入瓶颈,玩家将不会有游玩其他关卡的机会。另一方面,游戏关卡本身带有的爪机游戏祖传三颗星评价,前期游戏中会出现未解锁后期游戏要素就拿不到三颗星的情况,打完一整个等级的关卡,看到满屏幕未填满的星星,很影响游戏本身带来的爽快感和成就感,这给我一种强行延长游玩时间的感觉,与其如此,不如在游戏后期加入新要素后,开放类似“极速挑战”那种概念的模式。 [h1]奇怪的操作和滑溜的判定[/h1] 游戏本身支持触屏,键盘,手柄的操作方式。尽管如此我研究了多时也没研究出怎么用触屏玩耍。相较于键盘操作,由于不仅仅有跳跃,还有各种别的游戏要素,我最后还是选择手柄进行游玩。正如诸多玩家们所言,游戏中的判定给人一种滑溜的感觉,感觉上能站在平台边上却滑了下去,站在墙边进行的二段跳也会自动变成墙跳,二段跳也常常由于各种原因失效,这使得我在操作的时候总是倾向于远离墙体或者平台边缘,避免发生操作结果不同于预想的尴尬。游戏的钩锁也有相当独特的操作手感,并不像真实世界重力下的绳索,反而更像一个有巨大引力的天体。这些地方对于用现实世界逻辑学习游戏世界操作的新玩家无疑会造成一定的困难。 总而言之,尽管本作有零零星星各种各样小小的不足,但不能不承认这款游戏本身已经有了一个足够好的框架。喜欢平台跳跃游戏的玩家和想尝试的玩家都能从中得到非常丰富,有层次,有深度的游戏体验。 [b] 总评7/10。[/b]
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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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