
Chrono Sword is a somber souls-like action RPG uniquely crafted around time travel. Stepping beyond the limits of pixel graphics, players travel between the past and future to uncover the complicated truths of the destruction of this world, all set within this beautiful, intricately-crafted realm.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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It removes stamina and allows unlimited attacks, but combat is still difficult due to its worthless dodge and uncomfortable shield. The controls are standard for an action game. The most crucial thing to highlight is that there is no stamina. However, because your battle pace is relatively slow, you cannot mash the attack button. It is more like a rhythm, where you have to wait just a moment before each hit to connect them into a combo. The weapon you are equipped with determines your attack. There is the basic sword, which has good speed and damage, a quick rapier for reduced damage, and a very sluggish claymore for massive damage. You’ll find other weapons that fall within these three tiers. You can also perform a powerful strike by holding down the attack button for a few seconds. This move is used to break shields, however you cannot "save it". This means you can not hold a strike and then release it when the enemy is nearby. Because it lets go after a few seconds, you frequently miss the strike entirely. For the most part, the combat is fine, but it becomes increasingly annoying as you progress. It is simply not that great, thanks in part to the controls and visuals. The environments are pleasant, but they also have a downside. Rooms are crowded with assets, making avoiding difficult, and you frequently fight in confined spaces. Most feel like an unnecessary obstacle you have to smash before each battle just to have maneuvering room. One of your moves is a run, which doubles as a roll when pressed twice. Roll sounds like a terrific dodge move, but it is actually absolutely meaningless and useless. The first drawback is the small roll distance. It depends on the equipped armor and weight, but it’s short even when you have the light thief outfit. Because enemies swing wide, your roll is never enough to escape. The other issue is a lack of invincibility frames on the roll. The frustrating move is the block. If you have the enemy target locked, you will lift your shield towards them. But this is only feasible if you do not press any of the directional buttons. If you run away from the opponent and press the shield again, you will raise it in the opposite direction from the enemy, leaving your back completely undefended. This happens all the time because you’re accustomed to run away and press shield to automatically defend towards the enemy. Not in this game. It becomes uncomfortable during harder enemy and boss battles. Bosses are much larger and dominate most of the screen, making it difficult to tell which way you are holding the shield. Because bosses attack with multiple movements in rapid succession, you must stand stationary and concentrate solely on the enemy. Also, you need to worry about yellow attacks that stagger. These can be blocked once, but they break your shield, leaving you vulnerable to subsequent attacks. If you make a mistake, you will be unable to raise the shield again until you have taken damage from the whole combo. The inability to raise a shield during an opponent strike is a problem even with normal enemies, because you may miss completely and have to suffer abuse from even the least deadly enemy. Enemies announce their attacks with a visual cue, but you must still learn the moves because you have no idea how many attacks are in a combo. When you combine this with pointless dodge move, unguardable red attacks, slow speed that doesn’t let you run away, tight areas, and some other issues, the combat becomes a huge problem. Not to mention the upgraded boss moves once you take away half of their health. Defeated enemies drop the game's currency, cyl. This is used to both level up your character and buy items from traders. You lose everything when you die, however in order to stay up with the souls trend, you only get one chance to reclaim everything from the point of death. After dying, you respawn at the nearest save spot. They are called indexes and resemble circles on the floor. Saving restores your health and respawns enemies, but it’s not possible to quick-travel between unlocked save points. The Index is also where you level up by investing currency in five stats. However, because you play as a warrior by default and there are no other classes, you do not have to worry about making mistakes and waste points. Stats indicate what you gain, so while strength boosts damage, vitality increases health points. Regardless of which stat you choose, each subsequent improvement increases the number of cyls required. Also, grinding for points won’t help you because you still have to beat enemies with skill. The game's setting is linear, however you can take shortcuts to prior sections. Except for grinding on enemies, there is little need to revisit old locations. You can destroy any wooden object, including tables, barrels, and bookcases, but they rarely contain items. And even if there are any, all you find are barely useful consumables and ores that temporarily boost your weapon. Items are marked with a beam of light, making them easy to spot, and they can also be dropped by enemies. As already mentioned, the game has an isometric camera. Due to detailed world, you often lose the character behind various assets. Most of this is handled nicely with a character’s outline or buildings that lose the roof when you enter them. But there can be some problems. For instance, when a building has several floors, you can sometimes target enemies through them. You will see a target right in front of you, but there will be nothing there because an enemy is below. I also noticed a couple of enemies that were stuck inside a wall, but clipping issues are not common. The unique feature is that you can travel between the present and 24 years into the future. This is done at special time gates and is frequently utilized to bypass a restricted path and reach a destination from a different direction. However, the visual difference is not as drastic or significant. The present is already dark and on the verge of ruin, so the future will be more of the same, with plants growing everywhere and a few extra crumbling walls. The goal is to look for keys that open a path forward to the next part of the huge map with more keys. Due to isometric camera and a lot of detail, you often can’t see where to go. There’s a map, but it only shows the general area. The character also has some platforming abilities. It can jump over very short gaps or drop down from heights. Sadly, dropping down often ends with lost health. While some safe spots are marked with color, there are a few secret drops where you can’t tell if it’s safe to drop. In the end, you might get comfortable with the combat. Of course, it’s still possible to beat every challenge by repeating it over and over, but the reward is not great. The world does not pull you in to explore, there are no secrets or perks, your character is always the same and doesn’t gain abilities, there’s little sense of accomplishment when defeating tough bosses, etc. This is still a fine game, but it looks much better than it plays.
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Hours played at review time, across 40 reviews with recorded playtime.
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EA Soulslike ARPG + visuals + ambience = A dark dventure traveling through time to fix everything. Explore the city and break objects for loot. Make sure to save at rest points. Controller friendly. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
The first 5 min is the time to choose if the player dives into the game or just quit. This one absolved them with full of arts and music. It reminds me the original Dark Soul but in 2D. More feedback will be appended
《Chrono Sword》是一款像素风俯视角类魂动作冒险游戏,游戏里我们从未知的地牢中醒来,莫名其妙的成为了这个鬼怪横行世道的救世主,之后就得靠手上的武器和那动作并不流畅的闪转腾挪,穿梭于过去和未来,揭开这个世界世界暗藏的秘密。 游戏的像素风属于那种较为昏暗粗糙的那种,有点早期红白机的那种复古感觉,不过各种场景和建筑的构筑倒也算用心,特别是光线的渲染还会随着角色移动位置的不同而改变,比如到墙角的时候光线就会变得较为昏暗。游戏的动作设计较为粗糙,各种战斗动作比较生硬,特别是躲闪,简直太难了!相信许多小伙伴会在第一个蜘蛛一般的大BOSS那不断被孽吧?就是因为躲闪用的不好!这并不是多练就能解决的,和游戏的设计不大合理有一定关系。 另外游戏对键鼠的支持较为薄弱,对手柄虽然还好,不过按键的映射似乎总会慢那么一丢丢,整体操作起来并不是很顺心。最为可惜的是游戏没有中文,所有文本全是英文,这对英文不好的小伙伴可能比较不友好。毕竟哪怕不需要理解剧情,一些装备属性和任务没有中文,玩起来还是比较吃力的。 撇除上面说的那些缺点,游戏整体来说其实还算不错的,有着自己的世界观,有着穿梭过去和未来的游戏机制,有着较为硬核的战斗方式,这些种种加起来其实也颇为值得关注。而且游戏目前还处于EA抢先体验的状态,相信一些小问题会在后期得到解决的! [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]
[h1][b]双时间线穿越玩法像素类魂[/b][/h1] 《Chrono Sword》是一款还算不错的像素风类魂游戏,其对魂类游戏的破败背景、战斗系统、关卡打造等模仿的很到位。 游戏伊始,角色会从一间牢房中醒来,奇怪的是这里除了自己空无一人,等来到城堡外面后才发现此处早已失火,到处都是残垣断壁,碰到的敌人也尽是些没有感情的行尸走肉。 本作将魂游那套不讲人话的风格贯彻的很到位,熊熊燃烧的烈火、淅淅沥沥的小雨、巨型城池与废弃林地,配合上时而阴沉时而壮烈的BGM,整体气氛也很不错。 很快玩家会发现本作的系统非常像魂类游戏,包括可更换的装备、篝火、手动升级等系统,甚至连暂停菜单也做成了魂游的样子。 战斗系统就更魂了,连按攻击可以施展一套连击,每次出手之间的间隔很大,可以躲闪,可以翻滚,缺点是这套动作比较生硬,前期需要适应,优点是没有耐力条设定。 如果装备了特定武器,角色还可以持盾防御,遇到敌人防御的话,长按攻击键使出蓄力攻击便可以破防,第一个Boss便需要用这招才能通过。 游戏设计上,本作融入了穿越时空的设定,场景中会出现发光的传送门,进入其中便可以在两个时间线来回穿梭,游戏以此展开了剧情和关卡设计。 体验下来,本作的设定很不错,像素类魂也很有吸引力,但在一些细节上还需再打磨一下,比如俯视角的设计一些建筑挡住角色时只会显示阴影,导致玩家看不清状况,还很容易被场景中的小物件卡住,此外游戏的动作系统也需要再优化下。 整体来说《Chrono Sword》是部有想法的游戏,也是像素类魂里面模仿的非常像的,目前游戏正在抢先体验阶段,期待正式版的到来。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
그래픽과 콘텐츠 내용이 이전 전시회에서 즐겼던 버전이 더 좋았던 것 같습니다.
[url=https://youtu.be/7TPINE_PGZY?si=GEOwLNk2uFWT2RPY] First 20 Minutes Gameplay Here[/url] Okkk, Sooo... I played some minutes and can say I'm still not sure if I liked it didn't... It definitly has great potentiel. On the other hand the gameplay leaves some question marks. It has definitely a great story. That I say, on the other the gameplay is a bit clunky which leaves you - especially - in the early stages - very open to hits. I think that It's in the very early stages and the issues can be fixed. For now, I'm going with maybe... (but honestly definitely not for this price)
Amazing game so far! (about 2h of game) I love the sound design, the satisfaction of battles and moves and animations precision and quality, it really speaks to me...I usually don't like Souls-likes because i think they're way too difficult and pattern-based, but this one is well balanced for now. Controls are easy, everything runs and is just as i imagined in the trailer...And I'm only at 2h of playing but I really enjoy playing it so far.
[h1]前言[/h1] 《Chrono Sword》是一款由21cDucks制作CFK发行的一款极具魂味的2d类魂游戏。游戏使用了穿越时空概念,通过同场景不同时空的场景以及对话,为我们交织叙述了一件关于世界存亡的故事。 [h1]最具魂味的游戏[/h1] 游戏的ui以及武器甚至加点,跟魂几乎一模一样,这让我作为半个魂学玩家来说还是倍感亲切。不过与此同时,我也会怀疑游戏能有着“魂”最标准的叙事能力呢?其实还真有,游戏通过相当多的文本内容以及场景的表现来为我们还原了从过去到未来的发展,在有限的空间里为我们塑造了一个完整的故事。不过比较可惜的是游戏的装备并没有什么文案说明,一想到宫崎老贼甚至可以通过装备来告诉玩家剧情的发展,这种碎片处理果然不是一般人能做到的。 另一个很有魂味的点就是游戏地图和篝火的设计,各种不能从这一边打开的门、拐角杀以及好看的防火女无一不在致敬宫崎老贼。可以说本作是最具魂味的游戏了! 而游戏的战斗系统也是循循渐进,游戏虽然没有体力这个设定,初见boss难度并不大(一次就过),不过随着游戏的深入,boss难度也有条不紊的提升,并不会让人一招鲜吃遍天,个人感觉还是设计的非常不错的。 PS:可以按着防御然后攻击,这样基本上不漏破绽~ [h1]仍需改进[/h1] 游戏的闪避无敌帧判定很迷,连续两次按住的闪避前摇会被打断后摇也会被打断,可以说好像只能用来拉开距离而不是用来闪避攻击。另外则是游戏的光影系统,诚然光影系统真的很美,各种视野也会随着场景内光源来进行“视线”的处理,但如果贴近墙边,游戏的视线会非常差,大概70%的场景无法看清。那么什么时候会到墙边呢?那就是被boss按在墙边乱锤的时候,这时候视线受阻就看不清招数了。还是非常希望作者针对以上几个问题做出修复,相信游戏会变得更好。当然最重要的是,我们需要中文~ [h1]总结[/h1] 总的来说,《Chrono Sword》是最近带给我最眼前一亮的魂like游戏,我推荐给每一个喜欢玩魂的玩家,不过大家可以等等中文,毕竟大量文本阅读起来还是比较困难的~ [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
Would go with mixed if it existed... however, I am going with a recommend because the fixes needed are pretty simple and I'm confident the devs can make it happen. 1. Make the dodge effective. As it is, dodging is useless. 2. Fix the lock on. Right now, it just doesn't work. Everything else about the game feels great to me. However the two main issues add a level of jank that would be unacceptable if this weren't early access.
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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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