
A half real-time combat strategy game that combines card and light roguelike elements.Player will participate in competitions in the arena with your partner Chi Jin to please the capital bosses who miss the classical gladiators.
Modeled estimate, not a reported figure. How we estimate →
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About
"Combat Fairy System"(CFS)
A portable AI combat assistance system developed by "Yunding" company.
It can provide shield defense and tactical support for the wearer. In order to promote, the company also held a competition to show the "performance" of its products. In pursuit of high prize money, a large number of "gladiators" flocked to it.
One day, Bai Ye, who was wandering on the street, met a girl, Chi Jin, who could transform into a CFS weapon. For their respective purposes, Bai Ye and Chi Jin formed a partner and participated in the fight in the arena together.
The battle is based on half real-time strategy, using various tactical cards collected in the game to defeat the enemy.
The defense in the game is centered on the shield mechanism, which can be immune to most negative effects, while the offense can use the five elements mutual generation and mutual restraint mechanism to kill the enemy more efficiently.
Using the five elements rule to break the enemy's shield as soon as possible will be the key to the battle.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
Reviews
游戏是回合制半即时模式,根据角色速度,轮流进行出手。男主角武器是枪,攻击方式需要瞄准装填等操作,而装填必须使用抽取的招式卡牌才能进行,子弹装填后也不要全部平a,还需要考虑后续招式对子弹的使用。玩家初始状态是将剑娘装备在身上,子弹用完可以切换成近战状态进行攻击,也可以像精灵球一样把剑娘扔出去独立战斗。注意,此时主角会失去护盾并无法近战攻击,最好离主战场中心远一点。招式在游戏中种类并不多,基本上就是砍,装弹,射弹,手雷几种,但每种招式都有不同的属性变化分支。核心机制都在五行相生相克系统上面,游戏中有大量的护盾存在,攻击与护盾相互作用之间,只要不是同种属性,必然会触发相生相克的关系,必须利用这一点进行属性伤害输出,不然怎么打都会刮痧。当破除敌人护盾后,就会进入瘫痪阶段,趁此爆发输出,但注意招式附带的持续效果,会与攻击属性进行反应,还是会相生相克时间增加或减少,导致游戏时时刻刻要把五行记住。除去击败敌人作为目标外,竞技场中还有许多可以提高人气的装置,毕竟这是一场表演性质的战斗,获取的人气提升等级后可以获取对五行反应强大单位增益。累计战斗进行的局外成长可以技能树上选择属性强化,特别是可以改变护盾的属性并学会对应的爆发技能。游戏在流程上可以随意选择地点的顺序,可以先经过事件商店强化,再去战斗,但是会有精英关守门,如果对关卡资源合理规划,在最终领主战斗前还能获得一次大额恢复。 这里就是吐槽了,作者想法很好,五行的核心设计,围绕此展开的招式和护盾相互作用。但问题是游戏的第三视角模式非常的古怪,我只能看到我固定视野的东西,离远了敌人在干什么都看不起清,分开以后,敌人战斗的动作来回切换视角也很难受。特别是近战需要体力,移动需要体力,如果我不小心剩下18体力,就显得我很傻逼。敌人状态的查询也不方便,什么buff都不直观,要切换查看。这个五行相生相克反应我只能记起常规的两种克制关系,不如直接用红绿启用到底是增加伤害还是减少伤害效果提示,更加明了。最奇怪的是这个援助射击,对面跑过来我射几发意思,我站着发呆对面就一直射击,在人气房间丢掉了半条命。 游戏整体玩法上还行,就是表现形式拖了后退,感觉更直接明了的平面战斗更加合适这套玩法上,瞄准射击滑铲什么没有意义。五行相生相克很有意思,剑娘的设定让战斗更灵活,分离状态下战斗力表现更佳,但是红色绿色的标签让人反应混淆,教程中的主谓不分令人困惑,期待作者改进。 [quote]关注:「[url=https://store.steampowered.com/curator/45549554/]慕之安鉴赏组」[/url],慕赏游韵,安品游情[/quote] [u][b]“慕之安鉴赏组”静候同路人。[/b][/u]
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