
Dusk Diver is an anime style beat-em-up action game. You will be playing as Yumo, an ordinary high school girl, to fight with the Guardians against those Phantoms who dare to enter the realm of men.
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Languages: Traditional Chinese*, Japanese*, English, Simplified Chinese*, Russian*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
I think the visuals of the game are pretty good. However that doesn't change that this is a very repetitive button masher where you will fight the same enemies over and over again. The bosses mostly distinguish themselves by simply having A LOT of HP. Which makes the fights against them very tedious. For a game where you are encouraged to get your combo up by hitting the same type of enemies continously, I found it surprising the count doesn't go higher than 999 combo hits. It just stops there. Yes, you will be hitting enemies that many times and more during a battle. And no, it's not as fun as that might sound.
i feel a bit mean giving a thumbs down, but the combat is SOOO boring. Always the same fight and the bosses have insane HP, just dreary drudgery. It's a shame because the characters are great, I really like them but the combat just ... nah, enuff. Won't finish this.
Dusk Diver 酉閃町 is a handheld (Nintendo Switch)/console game that's also been put on Steam as a bit of an afterthought, as it's very much designed for the handheld/console gaming audience. It's a Taiwanese themed third person console brawler, and it's not one of the good ones. There's some semblence of production value here, it doesn't come across as an unprofessional/amatuer project, but even professionally made game aren't automatically guaranteed to be good. The problem here, apart from this being a Nintendo Switch game on PC, is the weak story and even weaker gameplay. The fighting is bland, overdone, tiresome, and doesn't even "feel" satisfying or rewarding. You'll be tired of it after you've killed the third enemy in the tutorial and it doesn't get any better from that point. One important note is that even though this is an amateur project, it does seem to be sincerely and genuinely made. I couldn't find any flipped assets, plagiarism or any other kind of insincere actions from the developer, but unfortunately genuine intentions alone are not enough to produce a brilliant PC gaming experience. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. Another defect in the game caused by the console-peasant-centric design is the intolerably bad camera controls. There's no effective mouselook, and control of the viewing angles is deliberately outside of reasonable control from the user. This defect springs from the limitations of inferior console peasant children's toy gamepads, but on PC we don't have this limitation due to KB+M controls... however, the developer deliberately chose to arrogantly foist this handicap onto PC gamers. Out of spite, or laziness, it's unclear, regardless, once more console peasants and console devs have made gaming worse for everyone. Because this is designed for handheld/portable gaming appliances, it carries a number of deliberate design deficiencies. Compromises were made to cater to the low power handheld gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the mobile game developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for low power handhelds forces upon a game. While this might run well on a Steam Deck, we must remember the vast majority of gamers here are gaming on PC. These technical defects push this game below acceptable standards for any modern PC game. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a modest spike in player counts for the game. But this only happened once, around the same time that trading cards were applied to the game... so this is just card idlers getting their cards and moving on. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. So, should you buy this game? Is this one of the best of the 100,000+ games on Steam? Dusk Diver 酉閃町 has the preposterous price of $35 USD, for which you could easily get any number of recent, much higher quality AAA games. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend.
No es un mal juego si te gusta el gnero de los action RPG -juegos de rol en tiempo real- similar a Tokyo Xanadu o Fate Stay. La historia es el esterotipo de personaje normal que adquiere poderes para proteger al mundo sin que este pueda negarse pero con bastante sentido del humor durante la historia. El juego se compone de 13 capitulos, 25 historias secundarias y alrededor de 12 misiones especiales de evento que puede completarse cada uno de ellos en unos 7 minutos cada uno. Si el juego te parece corto puedes intentar ir a por los gachas que desbloquean la galeria de imagenes y trajes o ir a buscar todas las "columnas de dragon" esparcidas por todo el juego. Aspectos negativos: La musica no destaca y la mayor parte del tiempo no estaras usando a las invocaciones por ser demasiado inutiles. Esto se debe principalmente a que la invocacion hara daño a los enemigos que apunte la camara, lo que te dejara indefenso en la mayor parte de las ocasiones a los ataques desde atras o laterales. Para los amantes de los logros, el tiempo medio esta en torno a las 25 horas segun se mire las pocas guias que hay.
This is not a terrible game. But the experience is not worth $35
[h2]前言:一封寫給酉閃町的台灣開發信[/h2] 我會注意到Dusk Diver《酉閃町》,是在Steam推薦單上偶然看到,遊戲標榜以西門町為舞台的動漫風格動作遊戲,做為從20歲開始就到台北北漂的人,我在大學期間也是有在西門町混過一陣子XD,不得不說,本作對於還原西門町的商家、地景等等,確實感覺的到製作組下足了功夫,但有許多地方還是尚待打磨,當然也不乏有許多令我驚喜的地方。 [h2]戰鬥打擊感優秀,但疲乏感十足[/h2] 本作的風格定義為「動作冒險」,戰鬥系統自然是重點。必須說,《酉閃町》在戰鬥展演上,打擊感真的做得很不錯,尤其是打擊的音效處理,有拳拳到肉的感覺;且透過劇情推進,可以解鎖三位不同的守護神,每一個守護神所擅長的能力不同,也算是能夠根據不同的情況對應不同的打法。(最終完全挑戰完可以解鎖第四位守護神,但我沒有特別實測過)。戰鬥中玩家可以快速召喚守護神輔助、釋放大絕與連攜招式,並且在大絕釋放的運鏡上也是很舒服且順暢,以上這些的遊玩體驗真的不輸一些大廠出的動作遊戲設計。 然而,問題也很快浮現。角色的攻擊模組缺乏變化,守護神切換雖然設計有趣,但整體戰鬥深度不夠。在三位守護神切換之間,主角的攻擊模組是完全一樣的,並沒有對應不同的守護神有著不同的模組(好似打擊感的聲音有點變化,但說實在如果真的有做出區別也並不明顯)。而戰鬥會讓人覺得膩的地方,除了是本身系統比較淺之外,我覺得最大的問題來自於「推圖」的作業感。其實蠻多測評都有提到,本作的怪物種類並不多,到後期只是把不同的小怪數值堆高,這確實帶來一些讓人覺得推圖很作業感的問題。不過我有觀察到兩個比較有趣的觀點。有些測評中會提到:「本作在推小怪時會有打無雙的割草感,而在打Boss時會是另一種感覺,且Boss的招式多樣化。」對於這個說法我有一些我個人的另一個想法。 [h3]先聊聊關於無雙割草:[/h3] 因為我算是真三國無雙的超級老粉,對於無雙割草來說,其實可以發現多半戰鬥系統都很淺(無腦C技等等的),但是真三國無雙會讓人覺得真的實打實在割草的部分,對我來說是來自於跑圖時有著一波一波的敵人四面八方出現,然後割完後會有一種爽感,感覺把所有的兵都清光光。然而在《酉閃町》中,玩家在推圖的時候會被分為好幾個區塊,當我們到了某一個區塊時,遊戲的地圖會被限縮範圍,小怪會生成出來讓玩家割草,但他會分成好幾波不斷出現,這樣的限縮體驗讓我覺得大大降低了割草的爽感,因為當我割完這一波,真的不知道下一波還有沒有我在遊玩的過程其實心裡都一直在想「有完沒完啊!到底還有幾波?」這大大降低了我對於推圖割草的爽度。 [h3]另外來聊聊Boss的招式變化:[/h3] 本作的Boss戰確實有做到與一般推圖比較不一樣的戰鬥體驗,但要說到Boss攻擊的多樣性,我其實覺得真的還好,基本上在Boss戰只要能夠抓準完美閃避的話,其實會看到Boss的攻擊方式還是蠻模組化的,當然戰鬥體驗確實與推圖有所區別,也算是製作組有用心在調整不同的打擊策略。不過聊到Boss戰,就不免要碎念一下這個遊戲對於死亡機制的不友善,本作其實有些圖真的要推很久,因為他沒辦法像無雙一樣一股腦死命往前衝,光是要在不同區塊把怪都清光可能就要花個數十分鐘,如果Boss一個沒打好,這遊戲是沒有中繼存檔機制,玩家只能全部從頭再來,雖然說本作的難度偏低,但我還是有一兩次打到最後結果被帶走,直接浪費了我前面十幾分鐘推圖的時間還是不免讓我有點惱火。 同時要提到遊戲中的等級系統,遊戲中可以拿到龍脈石碎片(通關需要的素材),通常都會附加給角色一些經驗值,然而這些經驗值多半就是堆疊攻擊力、閃避冷卻時長、生命值等等,當然也有增加主角的連段技能的部分,不過玩家拿到的經驗值是與守護者共用,我通關一周目時基本上沒有特別去刷經驗值,因此全部都只有投資在主角上,並沒有投資在守護者上,有趣的是我大概玩到遊戲中期才發現原來角色可以增加數值!因為遊戲前期沒有特別介紹這一塊,所以我有一段時間都是用0數值強行過關,一局都會花上比較長的時間。 [h2]西門町還原,誠意滿滿的地圖但有點灌水的支線與彩蛋[/h2] 西門町的場景還原無疑是本作的亮點之一,從遊戲開頭的六號出口望出,一路到中華路、峨嵋街、漢口街等地方,無一不是細節的體現,以及許多有授權的店家也是有把場景還原到位,舉凡六號出口一出來可以看到的真善美影院,還有萬年大樓、獅子林大樓、美觀園老字號餐廳等等,都讓人有一種遊玩過會想去聖地遊訪的心。 不過遊戲中在西門町上遊走的人群全部都是用色塊無臉男女呈現,這部分感覺比較灌水,其實如果單論一般路上的人,這倒還好,可是連支線任務的角色一樣都是無臉呈現就真的有點太水了,且本作對於提示任務都沒有做,雖然說西門町的地圖並不大,大概繞一兩圈就可以找到支線任務,不過還是會希望在遊戲中可以有一些提示。 美食蒐集的部分,有還原出每一個西門町甚至是台灣的特色小吃或飲食,設計的原意是很好的,不過在店餐上作業感很重,遊戲中可以獲得一些獎勵的方式有一大部分來自於與同一店家點餐五次,但玩家無法批量購買,必須要手動點五次,這就讓人不免有比較強的作業感;但值得一提的是,有一些店家是可以進去餐廳用餐,還有看電影,可以看到主角與其他三位守護神一同用餐的畫面還是蠻不錯的。 [h2]想要幽默卻過於戲謔,讓人無法共感的劇情[/h2] 遊戲的劇情可以看出想走比較幽默的路線,女主角不小心誤入了異世界酉閃町,玩家必須背負起拯救西門町的任務。 這樣的設定世界觀其實算是蠻宏大的,無論是拯救西門町還是對於人類與崑崙人的形塑,我能感受到製作團隊想要塑造一個獨屬於他們的臺灣西門宇宙,但很可惜的在對話與劇情的呈現上是使用很戲謔的方式帶過,無論是角色之間的對話,還是反派的塑造皆是。尤其是最終反派反派涅梅雅的人物形塑以及劇情,遊玩過程可以感受到團隊想要將她塑造成比較亦正亦邪的角色(或者說過於單純?),但遊玩中卻會讓人覺得女主角太聖母心,顯得涅梅雅的角色曲線強行被解讀為單純的可憐然後黑化,因此我沒有辦法藉由劇情與這些角色共感。 而最終的結局讓我想起了在遊玩《刺客教條奧德賽》的時候,那種到了結局心裡大喊「王德發」的狀態完全一模一樣,最終的戰鬥結束後,突然間畫面就切到女主角伸手要拯救涅梅雅,然後留下了個懸念就進入了片尾字幕與主題歌曲。到那個時候我突然覺得,我好像玩了很多東西,但又好像甚麼都沒有玩到。 當片尾Roll完後,回到西門町,看到最終反派突然間改邪歸正常駐於西門町,我真心感受到一種很詭異的感覺,「剛剛他們到底經歷了什麼?」,「所以是拯救成功然後涅梅雅突然醒悟?」,「我是不是有甚麼地方錯過沒看到?」,一堆疑問突然像炸彈一樣轟炸我這個不靈光的小腦袋,我完全不知道涅梅雅改變的心路歷程,以及主角與守護神們到底怎麼看待這一場事變。就非常莫名的結束了。其實我覺得如果是要一個解決方法,運用結尾彩蛋是我想到最簡單的方式,把很多說不明的地方做成懸念,也可以直接把玩家們的疑問轉向第二部再去探尋答案。 [h2]關於崑崙人與守護神的一些我認為有潛力的設定[/h2] 遊戲中,這些守護者都是崑崙人,在劇情設定上是台灣民間信仰的守護者,我個人覺得這是蠻有趣且有潛力的設定,而且就遊戲的劇情,可以看到崑崙人並不是說什麼道法通天的存在,而是一個高科技文明的地方,我其實會蠻想看到玩家帶著守護神殺回或去拯救崑崙大本部,且遊戲中其實主要負責與主角還有守護神的崑崙主帥店長是一直有跟崑崙那邊的人聯繫,但都只有文字說明,我覺得頗可惜的。而且通常我們聽到「崑崙」二字都會想到他是跟「古老」的文明或者法力有關係,然而本作看起來是有想要打破這樣的既定概念,我雖然還沒有玩第二部,而且我印象看簡介第二部也沒有特別提及這些。但我覺得這是一個可以繼續往下發展的點。 雖然前面提到主線與支線劇情都過於戲謔,情感支撐薄若,但若單論主角與這些崑崙人(守護者)之間的互動劇情,其實還算不錯,主線上三位守護神對應著不同的守護,守護者李歐對應西門的守護神石獅子,巴黑對應蝙蝠,黎維妲對應淡水河的金魚,三個守護者其實個性都很鮮明,諸如李歐作為第一位與女主一同戰鬥的守護者,可以看得出來他的性格就是非常粗曠但又很溫柔地照顧女主,巴黑對應蝙蝠,因此很常讓人感覺很像憂鬱小生(是裡面我覺得立繪最帥的角色 <3),同時也很鮮明的表現他喜歡音樂與水果(與蝙蝠對於音頻的敏感有呼應),而黎維妲則是在人類世界為偶像歌手,從人物立繪上看的出來是給大家放福利,並且也是一個比較潑辣的大姊。三位角色各有特色,完全沒有淪為主角工具人的感覺。 [h2]後記碎碎念:我雖不推薦《酉閃町》,但我會繼續支持你[/h2] 總體而言,《酉閃町》這款遊戲,在戰鬥上打擊感還不錯,以及運鏡演出等等的都不輸一些大廠牌的動作遊戲,還原西門町的場景也看得出製作組的用心,但一些過於操作重複的地方諸如轉扭蛋、買美食、擲茭,尤其扭蛋系統,都會讓人覺得這些應該是可以很好體現西門町甚至是台灣文化的地方沒有被好好的發揮出來。淪為了站樁重複作業循環。本作有太多地方還需要打磨與歷練,且遊戲價格其實算偏貴,以遊戲量體與精緻度來說,我會推薦大家如果想購買本作遊玩,真的等打折再買就好。基本上我不推薦,感覺很多都是半成品,但我還是會等到有折扣的時候購入第二部來玩看看,我很想見證看看歷經三年後的打磨,第二部是否有所進步(雖然說看到不少測評已經說第二部有些部分也是很水,但我願意再嘗試看看)。 [h2]Dusk Diver《酉閃町》整體推薦與不推薦的點[/h2] 這款遊戲推薦給: ✅ 喜歡日式動畫風格 + 動作遊戲的玩家 ✅ 對台灣景點(西門町)有興趣的觀光型玩家 ✅ 想支持台灣原創遊戲開發者的朋友 不推薦給: ❌ 重視劇情深度者 ❌ 割草爽感取向的動作遊戲粉 ❌ 希望文化元素融入系統的玩家 最後,還是祝福台灣的遊戲產業能夠蓬勃發展,本作雖然有諸多瑕疵,卻也是讓我感受到台灣對於遊戲製作正在努力突破,甚至有一些細節開始有媲美大作的地方,雖然不盡人意,卻也是這個階段裡面大家努力出來的成果,就結果論來說確實不完美,但值得令我給團隊一個大大的Respect。敬這款不完美卻努力的台灣作品,我仍願意說聲:加油,我們在看著你。
这游戏完全没内容 垃圾
[h1] A great musou/hacknslash made by Taiwanese devs! [/h1] I definitely think this is a game worth trying out if you like this genre of games and are familiar with the DMCs and Bayonettas, although I would compare it more to a musou (dynasty warriors) style game with how you are fighting most of the time big waves of mobs. It's got a lot of the DNA of games like Senran Kagura and also the attention to detail of replicating a believable real world location, mainly the Ximen district of Taipei. I can count on my fingers games that translate real world locations to an anime art style so well, and those mainly include the Yakuza, Persona and Akiba's Trip games. You noticed I mentioned and referenced a lot of games Duskdivers reminds me of, but I do believe a lot of this dev team's inspiration is very intentional. They are fans of games and have most likely played a lot of these other games and decided to produce a labor of love to this very niche style of games. I think that the combat is the weakest aspect of this game and I am soon going to startup Duskdivers 2 to find out how they have improved on it there, but I also don't believe the combat is terrible. It just suffers from a lot of the typical bloat musou games struggle from, where the closer you reach the endgame, the more the game just throws at you obnoxiously spoungey enemies that don't really do much but you have to spam the hell out of your stamina depletion skills to get them into a vulnerable state. This is a problem a lot of games have regardless if AAA or indie, so I am not going to slam on the game too much for it, though it definitely gets annoying by the end and although I want to 100% every achievement, I am starting to really burn out and feel the repetitiveness of it all by the 11th hour I am currently on. [b] My advice [b] is take the game in slowly, enjoy the setting, theme and story, visit some food stalls and gachapon machines, beat it and just look back at it as a cozy experience you had at some point throughout the year between major releases or other main games you are going ham on. Peace out ;)
https://youtu.be/5LF6nyXUhHQ While unclear if the narrative is a parody or overly sincere, the single button beat-em-up gameplay lacks enough depth to be satisfying.
A fun little musou-style game set in Ximending, Taiwan. A typical plot of “high schooler discovers they have super powers and must save the world”, but the fun, fast-paced combat makes the game easy to recommend. I actually played this on PS4 on release day (I still own the collector’s edition even though I don’t have my PS4!) and had a lot of fun the first time I played. Now replaying it, it’s not quite as amazing as I remember, but I still had a fun time completing it for the second time. [h2]Story & Characters[/h2] I mean, it’s a very basic “high schooler ends up in a life-or-death situation and discovers they can beat up bad guys”, “gods messed up and now bad guys are invading the mortal realm and the human hero must beat them” plot. The overarching plot is nothing we haven’t all seen before, but I think that’s okay, as the joy of the game is in the combat rather than the plot. The characters are quite one-dimensional and they don’t really go through much in the way of character growth. They’re also quite typical stereotypes, but it actually works well, and the interactions between them all are quite fun at times and did make me chuckle on a few occasions. [h2]Gameplay[/h2] This is where the game truly shines. [b][i]It’s just really fun.[/i][/b] Everything is bright and colourful to look at, and although the map design isn’t the most interesting (it’s a grid that’s all the same colour in the battle areas, although the shops are quite good in the main overworld), you’re not really focused on it for long. If you like musou-style beat-em-ups, this one plays super well. You’ve got your basic light/heavy combo attacks, of which you can unlock more by leveling up your skills, as well as special attacks where you use the guardian god to end a combo. You can switch between guardians on the fly, to use the best option for your current situation (life drain, enemy gathering, or hard-hitting). This is the best bit of the game for me, seeing them jump in to whack the enemies, while you start a new combo. You also unlock new moves for each guardian by completing their social events. There’s also your standard burst mode where you go super saiyan to beat up enemies even faster, which has its own special move for each guardian. The game is definitely on the easier side, and you can pretty much button mash your way through if you want to, although learning the good combos for each guardian makes combat take less time and improves your rank for the stage. You can easily get a 999 combo, which just feels so satisfying. You can also buy items in between stages, either food buffs or consumable items, so that you can be super-powered and ready to go at any time, although you can complete the game without needing these if you don’t want to use them. The bottom line is - the game is just such good fun to play, and I’d recommend it based on that alone. [h2]Steam Deck[/h2] The game plays wonderfully on the Steam Deck, I have no complaints. I actually think it was probably better to play on the Deck than the PS4 if I’m honest. Never had any crashes or frame rate drops, and the controls all work perfectly as they did on console. (edited for formatting)
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