
Assume the role of a masked crime fighter and take part in adventures ranging from the streets of your city to the farthest reaches of the galaxy! Write your own super-heroic story as you take on every foe from petty thugs to cosmic villains in this unique role-playing simulation adventure.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
Давайте скажу прямо: Comic Book Hero язык не поворачивается назвать видеоигрой, это больше похоже на программное обеспечение с невнятным функционалом. Например, с его помощью можно сделать заготовку для ролевой игры, прописав сеттинг, ключевых персонажей и запустив симуляцию того, как они могли бы друг с другом взаимодействовать, прописывая таким образом скетч для будущего модуля - крайне занятная процедура, которая может принести немало удовольствия. Только не стоит на полном серьезе пытаться создать здесь персонажа супергероя и в пошаговом режиме бороться с суперзлодеями NPC, как предлагают разработчики, это совершенно дохлый номер. Та часть, которая касается создания протагониста, самая интересная, но я хотел бы начать непосредственно с геймплея CBH. Допустим, вы выбрали или создали свое супергеройское альтер-эго и готовы начать свое невероятное по масштабам текстовое ролевое приключение. Первым препятствием на вашем пути станет совершенно не вдохновляющий интерфейс. https://steamcommunity.com/sharedfiles/filedetails/?id=2593071619 Выглядит настолько уныло, насколько возможно. Музыки в игре нет совсем - может быть, это и к лучшему, по крайней мере не придется слушать уже знакомые по десятку-другому инди-проектов royalty free-композиции. Ладно, черт с ним, с оформлением меню, ведь набор кнопочек по своему [i]содержанию[/i] заманчивый. Казалось бы, тут собраны вообще все опции, которые только нужны для отыгрыша роли мстителя в маске: патрулируйте улицы, допрашивайте преступников, общайтесь с горожанами или коллегами по ремеслу. Можно даже подговорить своих друзей объединиться в команду и создать свою Лигу Справедливости! Возможности поражают воображение, не так ли? Однако реальность жестока: геймплей игры, судя по всему, основан на генераторе случайных чисел, загадывающим от 1 до 1000. Думаете, вам не везло в играх по лицензии Dungeon&Dragons, X-Com или в Fallout? Уверяю, CBH выводит выражение "беспощадный радом" на совершенно новый уровень. Подавляющее большинство ваших ходов будет выглядеть следующим образом: [list] [*] Патрулирование не удалось, вы не смогли найти преступников [*] Вы не смогли выследить цель, она все время на шаг впереди вас [*] Герой не захотел с вами видеться [*] Ваши ухаживания отвергли [*] Тренировки принесли 13 очков опыта (из необходимых 8000) [/list] К сожалению, это не художественное преувеличение, чтобы обзор показался смешнее. Это реальная трагедия, которой заканчивается каждая попытка сыграть as intended. Формулы совершенно непрозрачны, справочная система в игре не рассказывает о механиках ровным счетом ничего. Нет абсолютно никакой возможности узнать о том, как повлиять на броски виртуального кубика, чтобы чаще выпадал нужный результат. И это только часть проблемы. Обратите внимание смайлики, изображенные в правой части скриншота с интерфейсом. Нижний отвечает за физическое здоровье героя. С ним все понятно: чем больше герой получает ранений в бою, тем меньший запас здоровья будет доступен в следующем сражении, если не потратить время на лечение. Верхний, как видите, отключен. Он отвечает за ментальное здоровье: если персонаж игрока не преуспевает в геройской деятельности, он впадает в депрессию и бросает свое ремесло - проще говоря, это означает конец игры. Собственно, этим с высокой вероятностью и заканчивается каждое прохождение, потому что шансы игрока не только успешно сделать что угодно в принципе крайне малы. В игре есть боевая система, но она совершенно не спасает ситуацию хотя бы из-за того, что попасть в бой невероятно сложно. Если все-таки дело дошло до драки между героем и злодеем, придется абсолютно таким же образом кидать тысячегранный кубик на каждое действие. Ничего интересного CBH здесь предложить не в состоянии: игрок может использовать атакующие суперсилы с разными стихийными свойствами и лечить себя или союзников. Все. Нет баффов и дебаффов, нет возможности перетянуть на себя аггро или уклониться от атаки. Многие браузерные игры предлагают геймплей лучше. В итоге все сводится к банальному размену ударами. У кого характеристики выше, тот в итоге и победит, это просто вопрос времени. И, [i]разумеется[/i], нет так же никаких гарантий, что игрока сведут с равным по силе соперником, или что враг будет один, или что напарник главного героя, с которым патрулировались улицы, не слиняет до начала схватки. Ко всему прочему сражения не дают лута (такого понятия в CBH не существует) и приносят совершенно ничтожное количество опыта. Повествовательная часть минимальная. Действия персонажей толком не обыгрываются, в отчете просто констатируется факт, что патруль не принес результатов или что огненный шар попал в цель. Эти сообщения даже не оформлены с помощью спецэффектов из комиксов, так что читать тексты в CBH совершенно бессмысленно. Думаю, я потратил достаточно много времени на объяснения, почему, с точки зрения геймплея, Comic Book Hero - откровенный хлам. Теперь поговорим о приятных вещах. О творческом потенциале игры. CBH позволяет очень детально прописать своего супергероя. Анкета предлагает раскидать характеристики, заполнить биографию, настроить характер и отношения. Ролевую систему можно послать лесом - благодаря встроенному редактору базы данных можно безо всякой возни с долгой прокачкой сразу взять все необходимое. Набор доступных сверхспособностей охватывает, кажется, все возможные архетипы персонажей комиксов: у героя может быть металлический скелет и выдвижные когти, он может телепортироваться или пилотировать собственный звездолет, путешествовать во времени или между параллельными мирами, быть дьявольски привлекательным или внушать ужас. Готовых боевых приемов не существует в принципе, вы просто выбираете заготовку вроде "Дистанционный удар огнем" или "Удар магическим оружием в ближнем бою" и самостоятельно придумываете к ней описание. "Дистанционным ударом огненным оружием" может быть зажигательная граната Карателя или ракетная установка Железного Человека, "Волшебным оружием" может служить молот Тора или сломанный меч королевы Гит - все зависит исключительно от фантазии, которая, стоит отметить, начинает работать на 250% просто от открывающихся возможностей. Хочется максимизировать способности героя! Хочется примерить разные образы! Вспоминаются любимые герои сериалов и фильмов! И, наконец, но не в последнюю очередь, появляются наброски какой-то истории. Созданный вами герой, и уже существующий ростер персонажей живут не в одном-единственном условном городе. Авторы прописали собственную вселенную, напоминающую мир DC-комиксов: в условном Метрополисе обитает добродушный здоровяк Супермен, раскидывающий таких же сильных мета-людей; условный Готэм патрулирует мрачный виджиланте Бэтмен, защищающий простых жителей от костюмированных психопатов; рядом со смертными на горе Олимп живет пантеон богов, сражающихся со сверхъестественными силами; просторы космоса бороздит флот императора Монгула, желающего вернуть былое могущество. Более того, редакторе можно создать новые локации, разделив большой город на районы и населив его разными героями, или создав параллельную линию времени в стиле Flashpoint. Что уж там, можно даже Хогвартс создать с несколькими факультетами и прилегающим лесом! Как и в случае с комиксами, это позволяет разыгрывать сюжеты хоть на тему научной фантастики, хоть в декорациях толкиеновского фентези - всегда можно найти что-то себе по вкусу. А теперь самое вкусное. Когда игрок нажимает кнопку окончания хода, игровой мир оживает. Все действующие лица начинают отыгрывать прописанные им роли: злодеи вынашивают свои коварные планы, герои сражаются с преступностью, любовники ссорятся и мирятся, команды собираются и распадаются, армия неисправных роботов в очередной раз пытается захватить мир. Да, из CBH очень плохой повествователь, но лучшие истории всегда придумывает сам игрок. Скупой отчет о том, что Фантастическая Четверка в очередной раз свергла Доктора Дума, сам по себе не стоит ничего. Важно только то, как игрок представил себе эту битву у себя в голове.
It's baffling. It's the only word for this game. Hell, I'm not even sure you can class CBH: TGC as a game. It's like a storytelling application or, perhaps, weird simulation of nothing at all. It's an interesting idea. At its core, CBH: TGC is supposed to allow you to create a superheroic character and simulate their lives with a complex, tabletop-esque system. And, to a certain extent, it does do this. The problem with this program is, just about every aspect of it is incredibly flawed. The most immediate problem is that the UI is atrocious on just about every level. It's unclear what a lot of buttons do and there's far too much clicking involved for what is, ultimately, a very passive experience. The poor UI is exacerbated by the one-two blow of there being a very detailed system underpinning this 'game' and no tutorial to explain any of it. What help there is comes down to a question mark on certain options and the advice provided therein is extremely limited. Additionally, just about every design choice feels backward. For example, when you create a character, you can set the moves they use in combat. You aren't given any indication as to how the system works or how melee and ranged abilities interact or anything like that. Disregard that, for the moment, as I point out what I feel best illustrates the issues at the heart of this program. So, instead of, say, grouping the attacks by ranged or melee and then categories of stab, explosive, blast and so on and then, within that, the flavors of fire, ice, energy, whatever, for ease of use and understanding, the game throws at you an alphabetised and numericised list of every single type of attack and every single flavor of that attack. So, you'll get a dozen different presentations of Energy-Melee with the only difference being a descriptor (small, medium, large) and a number that's 1-6. Good luck figuring out if you want SmallEnergyMelee-1 or LargeEnergyMelee-3 if you're a ruleshound. Good luck figuring out which one fits your character concept if you're a roleplayer. Similarly, you have skills that are rated 0-1000. But there's no indication as to what the numbers correspond to. Is 500 average, or is 500 great? There's no indication. Personality traits are similar, a sliding scale of, say, optimism vs pessimism without any indication as to what it means in a practical sense. Even within the game, there are baffling decisions. Take combat, where you essentially click half a dozen times to pass through a single round. Combat can take a dozen rounds easily. But what stuck out to me was that there is no option to retreat, flee or run away from combat. Once you're in a fight, you're in it until one person is knocked out. Another issue that stuck out to me was the presentation of the game. While you are creating a character, and the game seems to be a roleplaying exercise, the game is then framed like you're a comic book author creating a story for a new publication. But, beyond that brief discussion at the start, this framing device doesn't seem to factor into the game in any significant way. Comic Book Tycoon could be an interesting game, but this isn't it. And nor is it a particularly interesting storytelling device when the system is unclear, when characters take so long to make, and when it's hard to tell if there's any simulating going on or it's just entirely random. All in all, CBH: TGC feels like one person's passion project where they had zero outside perspectives and absolutely no feedback provided. No one asking, like, what's the point of this? No one asking if it was fun. No one who sat down and said, hey, what's the system to engage people who aren't the author. No one who pointed out how clunky and unwieldy it is to use. No one who pointed out how to turn this into an idea that could capture the imagination. No one who pointed out that the whole endeavour is backwards: instead of creating this in-depth system with a shallow game to show it off, they should've made a deeper sandbox game about being a newbie superhero which people could make custom characters, events, and so on for. Just no one but the creator. And that's unfortunate. Because a game where you're a comic book writer trying to make stories that resonate with the audience could be quite fun. As could a little storytelling tool that allowed to sketch some comic book characters out and simulate their lives, melodrama and all. But CBH: TGC isn't either of these things, and I struggle to think who this little program could possibly appeal to. Additionally, I noticed what is absolutely a recolored Iron Man for one of the game's stock characters.
26 hours of gameplay and here's what I've learned. It's a great text based superhero game. Tons and tons of powers and abilities, unending customization, and an open living world that you can interact with and change in meaningful ways. The game has no tutorial but isn't hard to understand. It's very intentional about creating different heroes, villains, teams, and cities that can fit into any heroic theme I can think of. There's a deity thing if you want a Wonder Woman or Hercules feel, There's the alien and ultra modern if you want the super powered gods among us Superman type feel. There's a supernatural city full of undead and spirits and magic if you want a Zantanna feel. There's a mutant island full of politically charged mutant tyrants and rebels battling for control if you want an X-Men feel. There's a dark gothic gritty city for the Daredevil/ Batman fans. There's a lot. Quick tutorial: Learn the stats. Don't skimp on your cunning. Cunning is the most important stat. Nothing sucks more than getting ambushed by Mutant tyrant kings while you're an undercover cop with a hood and a trusty club to bring justice to purse snatchers. Also, nothing sucks more than being a good hero but having to quit because you got depressed because you couldn't ever find anyone to interact with. Which brings me to my next point, social interaction. Keep an eye on your psychological health and manage it. Find a civilian or hero with low cunning and make friends. Ideally, you want more than one in case one moves to another city or gets their ass kicked by a villain when you really need some social attention. Track villains and demand information to discover their plans, or find heroes with information broker to bring your fulfillment up quickly. You can also just patrol or track villains and beat them up to increase your fulfillment. Low fulfillment and social depression will destroy more heroes than anything. Here's more in depth concept to help you enjoy the game as well as some more advice. Stats: Strength: your damage and wrestling ability. How important it is depends on your build. Wanna make Bane? take strength. Wanna make Cyclops? Maybe put your points somewhere else. Agility: defense for ranged attacks. Depends on build. Nobody should skimp on it too much. A lot of the thugs you run into can do decent damage with a gun. Reactions: defense for melee attacks. Depends on build again. Thugs and gangs tend to have bad melee skills and better shooting, but the higher level villains are melee monsters. Toughness: health. Good if you don't like dying. Recovery: how quickly you recover health. Good if you don't like spending several rounds recovering. Stamina: your energy. Use energy to use more powerful attacks. Good to have, but only really important if you use powers while fighting. Endurance: how quickly you recover energy. Meh. Kind of important. More important if you rely on your powers for fighting. Reasoning: How smart you are/ how well you are at solving criminal plots. Good to have once you start to level up and can take on several baddies at once or start tangling with the puppet masters who control the lower guys. If you want to ignore this, team up with a smart guy and you can be the muscle. Important to have on the team, but you don't necessarily need to have it as all reasoning problems are team based events. Cunning: How hard you are to track down and how well you can track down other heroes/ villains. MOST IMPORTANT STAT. Willpower: offense and defense for mental attacks. Only important for mental based characters but your superman can be stomped by someone who is mental based if you completely ignore this one. Technological: How tech savvy the hero is. Some criminal plots are technological plots which require you not so much to solve the mystery, but disarm the whats-it-called to save the day. Not very important unless you specifically put yourself in those circumstances. Magical: Offense and defense for magical based stuff. This one is really only important if you're a magic based character. While normally I'd suggest not having anything too low just so you have some defense against it, thematically this one makes sense to not put anything into if you're not a magic user yourself. Your skills, powers, and stats will all work their way into a number. You will then "roll" a random number between 1 and whatever your skill number is (1000 is game max, 750 is max without a special power), so higher is better. Your character level determines how many rolls you get and you take the best of those rolls. So, you want suplex the robber? Suplex is based on strength and you are a level 2 hero with a strength of 450. You roll two rolls, let's say you get 89 and 210. Not great, but not bad. The robber is level 3 but with a strength of 250, so he gets three rolls; let's say his best roll was only 150, so you successfully suplex the robber and deal damage. This system has more depth by your use of battlefield strategy (shooting a lot if you're flying over your opponents or mixing up your strikes if you're in close melee combat with them for several rounds), what powers are in effect (armor reduces damage, specialized skills can increase or decrease the number of rolls you or your opponent gets), and how you're fighting (taking an aggressive stance, hiding in the shadows all Daredevil style, flying above, running cover to cover, etc). There's really a lot of depth to a simple mechanic with the number of powers they have in the game. This combat system also works for detective work. Yin Yang, the supervillain has crafted some master plot? He gets X number of reason rolls which become your difficulty check for your reason rolls to solve the mystery. Successfully solve it and you may have to take down some henchmen before facing off against the big bad. Fail to solve the mystery and the criminals remain at large robbing places, making your city less safe, and potentially injuring or killing your hero friends. Psychological health of heroes will be the downfall of your first couple of heroes. Just how it is. Have good cunning so you can find friends and link up with other heroes. Obviously look for heroes around your same level because even if your cunning is 750 and your target's cunning is only 500, if you get one roll you could still end up with a 4. They will likely beat you with a lower stat and more rolls, so aim for people your level or lower. Maybe one level up if you're particularly good. Keep your social life active, your secret identity in check (or for an easier start just have a public ID), and keep busting villain asses to keep your fulfillment up. In character creation you create your personality. DON'T MESS WITH IT. Unless it's critical to your build you want to make, don't touch it. I don't want to say its a broken mechanic, but it sucks when you're too far extreme in one thing or another and everybody snubs your social advances and then you lose from depression. Pro tip: sometimes this happens anyway, even when you have a balanced personality, so go into the editor and give yourself irresistible to everyone. Again, I don't want to say this social aspect of the game is broken, but it definitely needs fixed. Ok, fine, it's broken. The editor. So yes, you can fight tooth and nail and travel around the world fighting villains to scrape enough points together to marginally move your strength up and maybe sweat a little bit less when you fight the next bad guy OR you can just go into the editor and max all your stats out, give yourself the best powers, and slam all but the highest leveled and most powerful heroes. It's an option but it really ruins the game. Use the editor for irresistible because relationships are broken, and to fix thematic things like not being able to start a team until level 7, even though there are leaders of teams who aren't level 7 in the base game.... Hope this helps.
No tutorial or any explanation for new players what to do, no sounds at all, horrible UI more like excel spread sheet than game. It's interesting idea but wasted by bad design from very first moment you try to play
THEY ARE CHARGING 30 BUCKS FOR THIS!
Wasted Potential: The Video Game. There's so many ways this game could have been great, but it feels more like a proof of concept with shallow mechanics instead of a full fledged game. The Author actually made a sequel, but for some reason threw out the main selling point (superhero simulation) for a higher level "good vs evil". where you just contorl every super hero instead of one. I can't recommend unless you want a game to kill a few hours with and nothing more.
I bought a steam key for less then a $1. For that price its worth it. You should note its a text based game, so if you dont have a good imagination you should probably skip. Although for a dollar you might aswell give it a try.
Browser oyunlarına benzer bir yapıda olan hikaye oyunu. Olabildiğince detaylı birşeyler yapılmak istenmiş ama oyuna heyecan katan bir unsur yok. Oyunun bir arka tema müziği bile yok. Bir kahraman ya da anti kahraman tasarlayıp hikayesini belirliyoruz. Kazandığımız puanlarla kahramanımızı geliştirerek daha büyük maceralara katılmasını sağlıyoruz ve tabi tüm bunlar hikaye/kalem üzerinde geçiyor.
https://youtu.be/TmCFUAxHKLg Far more a series of spread sheets driving random content than an fully realized game, if there is something greater at work here it's well hidden.
The year is 2024, and for the fourth(?) time in my life, I have attempted to like this game. With the fourth time still failing to be the charm, I'm finally ready to say this game is bad. The combat is truly miserable, and the game world is lifeless. The balancing seems way off, as you're forced to either go into fights without recuperating, ensuring that you'll lose and damage your "fulfillment", or recuperate, hurting your "fulfillment" anyways. I'm sure there's some strategic way to handle the balance, but I don't get the impression that succeeding will make this game any more fun. Every encounter I've experienced has either been a quick and easy win, or a slow and predictable loss. I will say I enjoyed making Photon Boy into my psuedo-sidekick, and I thought it was very funny when he died. The mental image of that blue-spandexed nerd being beaten to death while my lone-wolf anti-hero sat at home doing nothing makes me chuckle... Very boring game. Even by GDS standards.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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