
Use the mouse or keyboard to evade the bombardment of multiple different types of skills in the game area, strive to survive and get your highest score. Your score depends only on your reactions and skills. Please enjoy!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
很好玩的练习走位的小游戏,推荐
1
good for practicing
Small little game for practicing dodging skillshots.
练走位无敌
非常好玩的走位遊戲練習你的反應力。
好,但不够好。 - EZ大招太快范围太大,基本上都要交闪。 - 闪现位置不能调。 - 移动范围是正方形,为什么不能改成长方形?
o jogo é bem interessante, e uma ótima maneira de aquecer para ir jogar
玩了两个小时,170秒是极限了,有希望摸到200秒。但没可能更高了,走位游戏是让玩家存活更长时间,但是每一次玩的时候,要么人机走到你脸上释放技能必中,其次,屏幕太小导致看不到范围以外的技能莫名掉血,这不是全屏就能解决的,我游玩时明显感觉到可以提前诱骗人机释放技能提高存活率,但是你不能让一个人机跟在我身后释放技能,这极大影响游戏体验,在大乱斗模式中人机和玩家保持了一定距离,让玩家留有足够的反应时间,但是实际上大乱斗模式比经典模式更难存活,原因在于大乱斗的地形,和限制位移类英雄的技能,你要么在原地走位,要么就换地方,结果是走过去贴脸被命中,闪现的容错率不如治疗,狂风的容错率不如水银。所以游戏最让人心烦的是,明明想要换位到对面去,却发现人机跟着你进行同向移动,让原本可以有机会躲掉的技能,变成基本上百分百必中情况,这种情况在经典模式中非常明显。这无疑极大的影响游戏体验。我每把基本上就是被这样磨死的,被控一下基本掉半血,再者,我玩lol的时候也基本上不太可能躲掉贴脸的技能,因为那样属于预判,而在这个技能释放频繁的Dodge Show2中,却经常有贴脸被命中的情况,作者是否应该重新定义ai的走位逻辑,或者把地图做大。虽然标签是休闲类型的游戏,但技能释放频繁和迅速,实际玩下来非常吃反应和专注,幸好有自定义,除了以上,再者就是成就,你设置一个基本不可能是人做到的王者成就是什么意思,我就不信作者自己玩的时候能活过三分钟,纯纯把玩家当傻子。
游戏优化不佳,过于占内存,导致像素游戏帧率波动实在难绷。没有初代纯粹,二代随机性较高,希望增加两代游戏的切换入口
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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