
"Celestial Project" is a Roguelike WarChess game. It is the first game of the story "Celestial". Command the special operations forces, resist and study unknown alien creatures from space, defend the five starship civilization spacecraft under construction on earth, and retain human kindling!
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"Celestial Project" is a Roguelike WarChess game. It is the first game of the story "Celestial".
In 2069, unknown alien creatures from space suddenly attacked the Earth, killing more than half of the population of major cities in the world within seven days. The governments and giant technology companies of various countries on the earth have decided to invest all human resources to build five giant starships that can propagate civilization before the human population is extinct, so as to spread the human kind of fire into the universe.
Players choose to command the special operations forces of the Human Revolutionary Federation, the White Bear Heavy Industry and the UNION. There are currently a total of 9 different roles, forming a three-person team. Take the shuttle to fight the alien creatures on the earth and destroy them before the alien creatures destroy the built starship! Defend the completion of five giant starships and set sail. Every battle takes place on a 9x9 war chess map. Commanding roles make full use of terrain obstacles and equipment characteristics to complete battles that win more with less.
The game contains four different types of weapons, including sharpness, skill, reloading, and science, as well as general props and equipment, with a total of more than 24 types. There are also hidden weapons produced by capturing alien creatures.
Each character can carry two weapons into battle, and arm the squad through a reasonable combination.
Three chips can be inserted into each weapon, and some rare chips provide powerful capabilities that the weapon itself does not have. The right role is matched with the right weapon, and the powerful chip combination can raise the combat effectiveness to a higher dimension.
The shapes and construction methods of the five starships are completely different. One directly transform urban buildings as part of the interior of the starship, with a large number of facilities. One directly use ice and frozen soil as the hull of the spacecraft on the snow-capped mountains, latitude launch saves energy, and at the same time comes with a lot of fresh water. One use the energy of lava on the side of volcanoes for construction and energy storage. Different starships and scenes have different styles of alien enemies and loot rewards.
The hidden earth forces and its undisclosed sixth starship under construction are waiting to be discovered by the commander.
Stats
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Languages: English, Simplified 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
现阶段是真不推荐 ,缺了好多东西 1.怪只显示属性,但是怪的技能效果一点都知道,算了半天怎么走 ,结果那个怪是会自爆的/会召唤的/会击退的,全他妈白算了 2.不给悔棋就算了,重开本场战斗都没有,你又不介绍怪的技能,又不给重开战斗,一场没打好这一局就没得玩了 3.局外养成少的可怜,现在好像就一个角色技能升级,给一丢丢属性 4.局内的养成点也只有打完一场战斗给的3选1,综合起来,就是角色成长弱的一逼 5.怪明显有的贼菜,有的组合贼猛,但是开打之前完全不知道,进去了才能知道这一组怪惹不惹的起,但是又不能重开战斗,就纯恶心人 6.战斗是类似陷阵之志/尼罗河勇士,这种小格子的战棋,但是人家各种地形杀,要不各种AOE和角色成长,你这都没有,就硬砍 7.外围系统是类似xcom的大地图,但是人家各种事件,各种养成系统,你这还是没有 综合起来 这个游戏真的缺太多东西了 半成品都算不上 那个白熊3号队友的阻挡+AOE的武器,算是唯一的亮点,比较新颖,但是实在是缺太多东西了,现阶段是真不推荐买
Anime Into The Breach. Good fun, but maybe wait and see if there are a few more content updates, it's a bit bare bones at the moment.
TBT roguelike + mechanics + fast = Pick from 3 teams to fight alien invaders at various sites. The world map operates a bit like XCOM. Collect power ups, chips and EQ to strengthen your team. Great! [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
玩法层面上还行吧,难度有点高,撤退代价大,容错率低,后期敌人数值膨胀得厉害,但还能接受。 说说感觉不舒服的点:首先,同一个模型的敌人数值不一样,关卡难度提升之后怪物的数值大幅提升但模型还是原来的,玩起来很反直觉,本来没有威胁的怪下一关冲上来三两下把你秒了,好歹加个异色还是啥装饰区分一下吧。还有就是敌人的能力完全没有说明,比如有的怪会击退,有的会召唤,还有个每回合套一层反伤盾的恶心玩意儿,完完全全没有说明。而且那个反伤怪,召唤和加护甲就不说了,反伤盾这个东西太反人类了,每回合免疫一次伤害还弹回去;玩家随着属性成长,攻击数值往往越垒越高,也倾向于带高输出的装备,结果一发打到反甲上把自己秒了……合着还得专门让一个角色不成长并且带一个垃圾装备才能让损失降低在合理范围内啊。
I was hoping for something somewhat close to on par with Warriors of the Nile. It is not.
这是一款回合制策略战棋游戏。 游戏的画面是动漫风格,立绘看着还不错,但是作为静态立绘,比起碧蓝航线的立绘还差点意思,至于人物建模嘛,总体来说看着还行,就是人革联那个莱玛克丝,立绘上是脖子上有个高领护甲没错,但是建模上就感觉护甲上长了个脸,怎么看怎么别扭。 剧情有点类似XCOM的设定,只不过本作里玩家选择的小队是保护飞船建造离开星球。 玩法上,游戏是回合制策略战棋的玩法。 一开始我还以为是陷阵之志的玩法,毕竟地图很小,一把攻击范围6的狙击枪站在地图中间基本就可以完全覆盖全图了。 不过玩了一会发现,其实和陷阵之志的设定并不一样,并没有什么碰撞,击退依靠地形杀之类的设定。 敌人会随机出现在地图上,玩家进去战斗并获胜之后可以获得武器/芯片/属性/放弃(获得比特币)四选一,用来加强角色。 这游戏目前问题还是挺多的。 首先是商店,一开始我一看游戏初始给了玩家100的比特币,于是到处找商店,准备换换武器,结果玩了半天才发现,商店原来是不定时开启的,东西也卖的非常贵,高级的芯片和武器要攒好久的钱才能购买,而收益则完全不行。 第二是游戏的难度设定也有点离谱,游戏初期玩家就会遇到一种头顶是个雷达的怪物,这货会不停地召唤导弹,导弹血量虽然不多,但是会直接冲上来自爆造成范围伤害--我第一把就是这么凉的。 第三战斗之前不知道敌人是啥,获胜之后的收益完全看脸,脸好初期就拿到好武器好芯片,直接就让战斗完全没难度了。但是反之,运气不好,基本活不到后期,只能不停地挣扎,体验较为难受。 第四就是大地图上除了等怪物和商店刷新完全没有任何随机事件来让玩家加强角色,导致前期只要战损一人,那缓慢的回血速度就差不多让玩家崩盘了,但是一旦起飞,一回合就能消灭全部敌人,从地狱到天堂的过度完全看脸。 第五就是完成一局的时间全靠等待飞船到100%才能结束,时间实在是太长了,再加上上述的问题,如果运气不好,体验那是真的爆炸。 最后说一个我玩出来的很牛逼的搭配。 阵营选人革联,豪猪机甲的武器无所谓,但是芯片最好能搞到欧拉(站在豪猪边上能获得攻击力加成,最好的情况是两个武器都能安装欧拉芯片,攻击是能叠加的)。 蕾帕德必须要搞到A粒子狙击枪(攻击16,范围6,无视护盾),芯片必须抽到永续(杀死敌人可惜继续行动),剩下的位置芯片可以安装狙击(站在原地不动直接攻击能获得攻击加成),再随便来个补充攻击力的芯片就行。 技能方面直接走蕾帕德线,她的第三个技能是一次可以攻击两下。 莱玛克丝最好能带个动能狙击枪帮助补充伤害。 这套阵容直接就起飞了。 蕾帕德落地之后直接吃豪猪机甲的伤害加成,配上无视护盾的A粒子狙击枪,就算移动,一枪也能打70+的伤害,如果不移动的话,随随便便就能打到100的伤害。几乎可以秒杀任何怪物,反正我拿到这个配置之后,一回合消灭全部敌人就全靠蕾帕德完成。 但是问题来了,这种配置是看脸的,我开了四五局,只有一局做到了上述这个地步,没达到的都是挣扎一下就输了。 总结 目前游戏的问题还是挺多的,前期难到飞起,初期遇到某些怪物只能等死。 但是一旦胡了,玩家能秒杀任何敌人了,反而又一点策略游戏的感觉都没有了。 给人一种能否胜利完全看脸的感觉。 希望后续还能多改改,把难度曲线调整平衡一点。 目前还在EA,小40的原价个人觉得不太值得,因为问题实在太多了。 希望后续能改进上述的问题吧。 [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]
还不错,小品游戏,如果能加入配音就更好了。
Fast pace battles, quite addicted (for me) But currently not much difference of early and late game content (especially enemies, they are just stronger in attack and armor) 12 levels of challenge mode was challenging too. Waiting for further update in content ! 戰鬥節奏大部分很快,玩著有點上癮 不過後期的內容和前期相比就是怪的攻擊和護甲更上一層,可能還需要加點其他內容 12層挑戰模式可以讓你受點苦 期待後續更新!!
This is a fun enough roguelite TBS game, but it's not on the same level as Warriors of the Nile (from which it clearly draws a lot of inspiration), Overland, Dread Nautical, Into the Breach, and many other entries in the genre. Currently, I'm up to Challenge Level 7 and am steadily working my way to 12... I'll get there eventually! In a single word, Celestial Project feels [b]constraining[/b]. From what I'm seeing, the biggest problem Celestial Project has is lack of variety. You only have 3 possible team loadouts, and there's no ability to mix-and-match. Enemy types get very stale very quickly, and you'll often find yourself using the same basic strategies for them all the way to the endgame. There aren't all too many weapon types either, and of the extant weapon types, there are clear losers and winners. I don't feel the same sense of freedom in this game as I do in all of the games I mentioned earlier. Again, the name of the game is [i]constraint.[/i] Instead of offering tactical variety, Celestial Project forces you to consider one looming question above all: [i]how can I scale as quickly as possible?[/i] There's definitely strategy and planning that goes into how you answer this question, but at the same time, it's a very constraining barrier which more-or-less results in every playthrough requiring a similar approach. Every run quickly becomes a numbers game of finding effective equipment, chips, and character upgrades so that you'll deal and resist enough damage for the next difficulty spike. This constraining format is made all the worse by one enemy type: [b]sharks.[/b] Their damage reflection + shield generation presents an extremely difficult challenge ANY TIME they appear; while some people might like this challenge, I don't. To me, it feels very unfair and again, constraining. Every playthrough requires you to not only consider the "scaling question," but also the "shark question." Namely, [b]how the hell am I going to deal with a shark if I run into it?[/b] There's only one real way of tackling sharks: have one character shield or heal the team, have another deal small damage to chip away the shield, and then have your third go for big damage. While there's certainly [i]strategy[/i] that goes into how to answer the "shark question," it's incredibly constraining because it doesn't really allow for different playstyles or team compositions. Every run of Celestial Project REQUIRES you to consider how you're going to answer two very specific questions. Thus, I don't find myself enjoying Celestial Project as much as I could be. It's a good game, yet it's very constraining and therefore repetitive. As a result, I don't find myself able to play it for hours at a time like I can other roguelite TBS games. All that being said, I have to give the game a "recommend" and say that it's still a good value for the full price tag.
优点:玩法不错,有一定的策略,战斗流畅,人物立绘好看。就是难度不小。。。。第一次打莫名其妙游戏就结束了。。需要玩家自己多摸索几遍才能明确通关条件。 总的来说还是挺推荐的~期待后续更新更多内容。
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