
Connectome:Pain Control is a robot boxing game where you can choose from 100 unique robot for an epic boxing battle.
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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, Simplified Chinese, Traditional Chinese
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画面超炫酷,音乐也很燃。有着较高的上手难度。 格斗中采用全自动视角跟踪。 很像拳击游戏,招式有左右轻拳、重拳、防守、佯攻、撤步。 目前不同招式之间差异化很小。 角色数量很多,建议角色之间除了数值以外,有更大的表现上的差异化。 建议降低初期上手难度。 总之是一款画面极其抢眼,识别度极高的独立游戏,UI和场景等等各方面表现都很好。 战斗需要深入打磨,比如轻拳重拳的摆动幅度,撤步和前冲的步幅,增加实用性和爽快感,提高打击反馈,比如胜利或失败被打碎之类的。
Terrible controls, messy visuals, supremely unoptimized UI. There definitely are not 100 robots to choose from. Do not buy this. https://youtu.be/Ez-rReLDbe4
美术风格很惊艳,无论是机体设计,还是整个环境氛围。 一拳打上去看到零件碎开来感觉也很爽。 但是白天的时候有时候光线会过亮,有点刺眼。 音乐戏份比较足,比如在选人界面,机器人的零件会根据bgm的节奏抖动。(莫名想到了以前看过一个黑人用肌肉打鼓的视频)。 在战斗中的bgm会定时更换,并且只有晚上会播,然后场景里的光线会根据节奏闪来闪去的。如果曲子正好对胃口那固然很爽,但如果不对胃口,那这种光线闪来闪去就很令人烦躁了。 着重说下战斗系统。 一开始上手的感觉很糟糕,主要问题是出拳速度太慢。 但这个游戏里包括攻击在内的所有动作,都随时可以切换到其他动作上去。也就是说,如果你出拳后发现对方已经起手防御你可以重新出拳,利用这点可以做出假动作,并且假动作会降低AI的格挡成功率。我目前打掉十来个机体,已经慢慢感觉,不做假动作打起来会非常吃力,所以,虽然出拳速度慢,但每一拳打出来你都随时要考虑是不是要收招重新出拳,或者是格挡,回避。因此打起来很紧张。 再来说格挡。 游戏里两个拳头各自都有个血条。只要打到对方,拳头的血条就会减少,但是拳头血条的回复速度很快。如果对方格挡住了拳头,那么拳头就会掉一大截血。如果一个拳头的血条空了,那么在它回复到一定数值之前这个拳头就不能用。 格挡的时机很难把握,尤其是AI在做假动作的时候。这时候需要用进攻去压制对方。并且如果双反的拳头碰到一起,那么两方的进攻都会停止。换句话说,挥拳是相对安全的,如果两个拳头都不能挥拳就不得不硬防主对方的攻击,这就很难。因此战斗过程中需要密切注意双方的拳头的血量。尽量不要让自己拳头血条空掉。 但有时候尽管两个拳头血量都不多,但你发现你有机会在几拳之内赢下这局,你可以赌一波来上一串连击,可假如一串连击没ko对方或者没拿到足够的点数,你自己的拳头血条全空了,而对方拳头血条还有很多,这时候优劣方一下颠倒过来了。这也是这游戏有意思的地方。 另外还有一些细节,比如里面的点数机制,还有血量上限会随着伤害而减少(基本上就是前面几局会僵持很长时间,但最后一两局,可以在两三拳之间决出胜负,这种节奏感觉不错)。 总结一下,很新颖的战斗系统,并且在我看来也设计的比较成功。但问题是上手难度太大,在掌握假动作之前打起来的感觉很不好。 还有,游戏的UI有点简陋,新手引导也比较敷衍,希望制作组后续能够改善。
This game is good for the price. There's a few issues with the writing that I assume is due to translation errors, but they don't take away from gameplay so I don't see it as as much of an issue as others might. There isn't an in-game slider for volume as far as I can tell, but that's fine because I usually change the volume of games with the volume mixer rather than in-game settings anyways, though I could see it as a potential negative for some. It was hard to learn the timing of blocking, at least for me(but I think I'm just bad). There's a quirky mechanic of you recover faster when music is playing based on how loud the music is, and I think it would be cooler if the music was on more often. From what I gather, there's stages, and in each stage there's a selection of characters. You have a starter character in every stage and unlock new ones by beating them. You need to unlock a certain amount of characters in the stage to move on to the next. There's a review complaining that there wasn't 100 characters, but I'm assuming that's because they stopped playing before they unlocked a new stage and didn't understand how it worked. Each character has different stats and an ability. My favorite so far is the first stage's starter character (Wizard) who has Backtrack. When you get punched there's a chance to reset your character's health and durability(I'll get into this later) to 2 and a half seconds from the time you got punched. It's a good safeguard against characters who do a lot of damage per hit, or those with high body hardness. So, here's how the fighting works. You got Light Left Punch, Light Right Punch, Heavy Left Punch, Heavy Right Punch, Backstep, Dash, Dodge(but pressing backstep and dash at the same time), Block Right, and Block Left. When you hit with an attack, your fist loses durability. If you break a fist, you can't use it until it regenerates. If your opponent blocks a punch, your fist loses extra durability based on their body hardness. Your fist has more durability based on your fist hardness. Dash moves you a small amount towards your opponent quickly, Backstep does the opposite. Dodge moves you slightly back, and some characters have abilities that activate when you successfully dodge an attack. Your fists and hp regenerate over time. When you land a hit, you get a point and your opponent takes damage to their hp. You win a round at 12 points or if your opponent runs out of hp. The battles are in best of seven, so winning four rounds wins the match(and unlocks the opponent's character for you if you haven't already). Some last takeaways of what I want in possible future updates(I'm not sure if the devs are planning on continuously updating the game, but hey): I would really appreciate a slider to tone down the visuals. They look really cool, but sometimes block my vision from the opponent's right side, meaning I don't know if I should be blocking or not immediately after I get hit. If possible I would appreciate a way to fight against other humans, or change the AI difficulty. Some more music would be nice, at least enough to have consistent background music to make use of that recharge mechanic(possibly even having music that gets more frantic as someone gets closer to winning a round or something). Overall, I'd recommend the game, if at least give support for something that might be amazing in the future :)
Really cool game. Very interesting, unique art and audio style. Problems with the translation, but that can hopefully be fixed in a future update. Something I'd love to see would be online, or at least local, multiplayer.
优点:1、效果很酷炫 2、音乐很酷炫 3、艺术很玄学 缺点:1、看得出作者在打击感上下了很多功夫,拳拳到肉的感觉基本有了,但是为什么只有对面打我的时候可以duangduangduang,我却很难击中对方,无法感受到揍人的畅快感和乐趣 2、被打懵了画面会糊,向无线电视信号不好一样,多玩几次有呕吐感,3D眩晕、光眩晕感严重 3、动作还是太迟缓了,而且按键比较复杂,手柄没试过行不行,出拳不利索,对于一款格斗游戏来说不算及格 4、大冬天的显卡啸叫中,加上游戏特效让我有一种鲁大师显卡测试帧数跑分的既视感 总的来说作者独立做出这样的游戏已经很厉害了,本作更像是一个艺术品,期待作者基于游戏性和乐趣开发的更多独立作品,国产游戏需要艺术,更需要大众产品,值得支持。
玩了一段时间,大概聊聊这个游戏。 战斗节奏紧凑,越到后面碰上越来越厉害的AI经常会被打的喘不过气来,每一局都会打的十分胶着。 机器人的造型设计上有些同质化,感觉很多人物只是换了个颜色,感官上没有特别明显的区别。 战斗背景比较非常惊艳,设定中包含了白天黑夜以及BGM安静喧嚣,会随着时间流动的特点。 游戏的打击感出乎意料的好,由于我使用手柄操作,击中时手柄震动带来的反馈,以及人物被击中后散落的零件,都很好地让人感受到了“拳拳到肉”的快感。 打到后面难度变高了之后,与AI的各种博弈也十分有意思,不仅仅是各种假动作的博弈。目前发现还存在部分技能克制的情况, 在高难度AI下几乎没有百分百的必胜法,运气很重要! 总的来说这款游戏不是一款无脑A即可获得快感的游戏,总体上手难度不低,游戏体验更像是黑魂、血源之类,先要体验受苦, 苦尽甘来之时才是获得最大快感的时候。
一切都好,就是我太菜了。
画面牛逼,音乐有点吵 键盘操作非常糟糕,手柄还行 玩法有新意,打击感不错 非常非常硬核
Its the worst game i ever play
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