
Code of Princess offers players an exciting yet unconventional experience, deftly blending the combo-heavy fighting gameplay of beat ‘em ups with the stat-boosting character customization of RPGs.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
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
Que port insosso. É como tentar jogar um jogo em emulador do 3DS. A tela é estranha e o controle é horrendo. Mas, pelos menos temos a protagonista, princesa Solange Blanchefleur de Lux, para salvar geral. ( ͡° ͜ʖ ͡°) [h1] Jogo de 3DS [/h1] Apenas explicando, para não passar a mensagem errada nesta análise, Code of Princess é um rpg de ação hack 'n' slash, single e multiplayer, feito para o 3DS em 2012, que alcançou 67/100 no Metacritic. Acho que realmente houve uma falha em apresentá-lo como sucessor espiritual de Guardian Heroes, uma vez que os próprios devs já sabiam que estavam criando uma espécie de paródia que zombava com o gênero enquanto buscava atrair o público masculino. Mas, enfim, neste console, sua jogabilidade é linda e fluída. Estou [h1] Gráfico e Censura [/h1] Falar o que do gráfico, né? É uma espécie de upscale parcial de um jogo de 2012. Imagina um 720p na sua tv, com bordas nos cantos da tela e os sprites originais dos personagens intactos (sem upscale). Mas, Solange é uma deusa... do fan service. Nada como ver uma gata loira em roupas minúsculas pegando sua grande espada bastarda e reluzente para enfrentar todo mal em sua frente, como orcs, zumbis e outros seres nefastos. Além dela, existem mais 3 personagens desbloqueáveis no modo Campanha com os quais você poderá passear pelos 3 planos do campo de batalha em cada uma das fases, enquanto desfere combos e lança magias poderosas. Somado aos outros modos, tem uns 50 personagens jogáveis. [h1] Trilha sonora, Efeitos sonoros e H-vozes [/h1] O game tem uma trilha sonora que é um show à parte e efeitos sonoros supimpas que não te deixam enjoar durante a jogatina. [h1] História e Tradução [/h1] Ele também possui uma história bem estruturada, mas engraçada, como toda paródia deve ser. Porém, não existe uma tradução para o português, o que pode acabar com a graça para muitos jogadores e inutilizar um dos dois pilares que o jogo se baseia. [h1] Jogabilidade [/h1] Apesar da jogabilidade sofrível (Golden Axe (1989) dá de 10x0), a gameplay é relativamente rápida, sendo possível concluir a Campanha em menos de 3 horas. Apresenta um entrave no ambiente PVP que é um verdadeiro deserto. Oferece tanto o sistema de Cartas quanto o de Conquistas Steam. [h1] Preço e Extras [/h1] Sinceramente, acho que não vale a compra, talvez (talvez) numa promo de 90%, sendo melhor adquirir a versão aprimorada Code of Princess EX, que por sinal tem um preço cheio menor que este aqui. Vai entender... Vale um [b] Vale 4/10! [/b]. ( ͡~ ͜ʖ ͡°)
넵튠시리즈보단 할만함..
Code of Princess is a brawler / beat 'em up utilizing a lane system for movement and lock-on for focusing down single targets. It also has a variety of characters from which to choose, ranging from spellcasters to quick thieves, sexy princess sword-wielders and plodding, armored clerics. Each one has unique attacks, encouraging you to learn and develop your playstyle with individual characters. Seemed pretty neat at first try, but the problems cropped up rather quickly. 1) Movement - every character plods along, even when dashing. The quickest way to move around is guarding and lane changing diagonally. This would be fine if the game would actually pick up the inputs for the lane changes (up/down or diagonal up/down). Most often when guarding you'll have to press the lane change buttons several times before it registers. There is a speed stat that allegedly increases walking, running, and jumping speed, but even after dumping 90 points into it with Solange I barely noticed a difference. 2) Input eating - the game eats inputs. There is no input queue, there is no action canceling - it simply ignores inputs that are occurring during another action. It also completely ignores inputs when you are being struck, especially when guarding. I've been able to park my character in a group of enemies, hold the guard button to start the guard, get attacked, and just watch them swing away at my guarding character, hands-free, for five minutes straight. It was amusing, to say the least, but it becomes silly and annoying when you're trying to get yourself out of being surrounded and the game simply doesn't respond to your inputs. 3) Enemies vacillate between being moronic bumps on logs that eagerly let you whack on them to combo-spamming, speed-snorting fighting game champions that can counter every move, dodge behind you at a moment's notice, and stun-lock you. This is regardless of enemy type, even if they're heavily armored lance-wielding knights. This often leads to boss fights where you are stun-locked in place by the constantly respawning enemies. Not impossible, but certainly frustrating experiences that aren't enjoyable. This also encourages you to spam particular attacks with each character to counter the stupidity being thrown at you. 4) Speed of a character's attacks are hard-coded and tied to each character and cannot be improved. This simply means that it will be almost impossible for some characters to face certain bosses in the game, as none of their abilities are fast enough to get off before the boss breaks you out of your attack. Your attacks can be broken through, unless you have a specific item and are in "super" mode (called bursting), while many enemies simply shrug off your attacks and connect with their own. The speed issues with bosses and their cheese leads you simply using the tried-and-true beat 'em up method that's existed since the 80s - approach diagonally. What this leads to in Code of Princess is lane changing to bait your opponent, then starting your attack so you can strike them as they change lanes, get in a quick combo, and lane change again. It's utterly boring, but often is the only way to avoid getting completely stun-locked by a boss. 5) Equipment - you can equip items you find or purchase to boost stats or provide extra bonuses against certain types of enemies, or protection against certain types of attacks, but they don't function as anything else as stat boosters or drainers. There's no variation in models or attack types, so it all feels rather pointless. 6) Bombs and Fire attacks - all enemies have a chance to drop a bomb on death, regardless if it's a bat, armored soldier, ninja, troll, undead, etc. Why? Because f**k you, that's why, would be my best guess. It makes no sense, and only further serves to annoy the player. I can accept it for something like a ninja, but a random skeletal soldier with a shock bomb? Yeah, makes complete sense! Fire attacks are a nuisance as well because burning enemies will set other enemies - and the player - on fire when they touch them. Certain playable characters have attacks that burn enemies, who will often bounce around when struck and will hit the player and also set them on fire - all the result of the player's own attack. That's just asinine, and encourages you to avoid these attacks, as they do little extra damage and simply cause enemies to bounce around like morons and prevent any sort of combo. 7) Lock-on - every character has a simple attack that locks onto an enemy when struck. You deal more damage to a locked-on enemy, and combine it with your "super" mode (bursting) to deal even more damage. This encourages you to focus down individual, strong enemies. However, the game often throws so many enemies at you that you can barely dodge around or lane change without being stun-locked. So, in practice there's little point to using this except against bosses. 8) Cutscene skip - you can thankfully speed through cutscenes by holding a button, but whatever garbage emulator they put this on often crashes when the option is utilized. Overall, the RPG-lite mechanics should have been scrapped for responsive controls, better enemy AI that isn't a binary of A) punching bag or B) super fighting-move spammer, and more viable player characters. Some of them are just insanely moronic to play, and seem to only exist as a novelty. A disappointing entry in the beat 'em up genre.
원작은 2012년에 닌텐도3ds 플랫폼으로 출시된 게임입니다. 후에 일종의 hd 리마스터 타이틀로 스위치판인 ex가 출시되었고요. 저는 스팀판 ex까지 다 샀습니다. 둘 중 대표격으로 오리지날판에 소감을 남깁니다. 3ds의 보조 화면까지 pc로 옮겨놨을 정도로 포팅은 충실히 되었습니다. 그것만큼은 칭찬할만 한데... 아무래도 원판이 옛날의 저사양 플랫폼 기반인데다 나온지 10년도 더 된 게임이라는 것에서 오는 어쩔수 없는 단점들이 있습니다. ex가 아닌 이 오리지날판은 픽셀이 너무 튀어서 봐주기가 힘들정도로 그래픽이 구식입니다. 벨트스크롤 액션을 표방하지만 레인이 상중하로 분할되어 정해져 있고요. 조작감과 더불어 액션성이 좋지는 못합니다. 액션만 놓고 보자면 30여년 전의 진짜 고전 게임인 파이널파이트나 어쩐지좋은일이생길것같은저녁 보다 못하다고 해도 할말이 없을 정도에요. 2002년도 아니고 2012년에 나왔으면 그래도 1990년대에 나온 겜보다는 플레이 감각이 뛰어나야 하지 않겠어요? 하지만 유감스럽게도 아닙니다. 겜의 전반적인 분위기는 익숙한 성장서사 일본 에니메이션들이랑 비슷합니다. 포켓몬스터 tv판 에니메이션 느낌? 동료들과 함께하는 활기찬 여정 속에 위기도 있고, 로켓단 같은 개그 케릭터들도 나와서 개그도 좀 해주고... 이 분위기가 나쁘다는건 아닌데, 이 게임의 키 비쥬얼인 니시무라 키누의 아트웍하고 어울리는지는 잘 모르겠습니다. 이건 뭐 개인마다 다르겠지요. ex판에 오면서 바뀐 점은 다음과 같습니다. - 16:9 화면비 대응 (오리지날은 고정 종횡비에 좌우 마스킹) - 로컬 코옵 메뉴 신설 - 버스트 사용 횟수 제한 - 스테이터스 수동 분배 시스템 삭제 - 스테이터스 항목 내용 변경 (스피드 -> 마법저항) - 파티 로스터 전원 자동 경험치 습득 (오리지날에선 출전 멤버 하나만 경험치를 먹었음) - 케릭터 색깔 놀이 가능 (팔렛트 스왑) 이 외에 내용은 동일합니다. 꼭 이 게임을 해보고 싶으시다면 그나마 픽셀이 덜 튀는 ex판을 구매하시는것이 어떨까 싶네요. 직설적으로 말하자면 저는 구매를 후회하고 있습니다. 차라리 그 돈으로 니시무라 키누 화집 같은게 있다면 그거 사는데 보태 쓰는게 좋지 않았을까. 오리지날과 ex 둘 다 포팅을 잘 해준 것은 참 고맙고 그 때문에 썸업을 해야한다는 의무감도 있었지만, 실 플레이가 지금 와서 추천할 수 있는 성질이 못되서 결국 썸다운으로 마감합니다.
wow that is very bad and unrespontive and slow for a beat them all
Eh..... it's an anime beat em up with grind dialed up to eleven? Story is quite short with few (one?) interesting character designs, very "it's just there" plotline and music being in the game too. Audio sounds besides music could be a bit annoying. Anime short parts were made on surprisingly better level than rest of stuff. However if one wants to get 100%... get ready for very boring grind - "quests" are just arenas from main plotline that you have to clear of enemies. There are not many of them, so it'd get old mighty fast and be quite a slog to do those 1000 times.
ガーディアンヒーローズの再来の再来で終わったゲームです… 何より低解像度でジャギーも酷く、更にEx版を別売りで出す(DLCでこっちも改良してほしかった)など、ガッカリ要素が酷すぎます。
Единственное что понравилось - это бард лабающий на электрогитаре. Остальное фигня.
Princess in battle lingerie with a massive sword. What more could I ask for? In all seriousness this is a fine little beat 'em up RPG and you can get it for a dollar. None of the content is impossible and there are plenty of whacky characters to mess around with in the other game modes. If you're interested in this but the graphics of the gameplay put you off, there is Code of Princess EX which has some more polish and the rebalancing of a handful of features.
畫質我個人還是能接受的,畢竟我也經歷過 GBA 和 PSP 的時代。不過這遊戲的問題也太多,首先操作非常繁瑣,光是攻擊就拆成了手把 X、Y、A、B 四個按鈕,當自己格鬥遊戲?動作也是十分緩慢不流暢。其他按鍵功能也是化簡為繁,關卡的縱向移動是透過切換水平跑道處理的,但要切換跑道必須按組合鍵,不是啊這功能不是只靠手把右蘑菇就能實現嗎?把劇情拆成好幾段的小關卡也不知道有什麼毛病,而且每次打完一個小關卡就回到標題畫面,情緒完全無法被帶入劇情。 總而言之這遊戲是披著 RPG 外皮的清版闖關街機遊戲,但不管 RPG 還是清版闖關都做得不好,不推薦入手。
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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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