
Dustless is a hand-drawn wuxia side-scrolling action game built around Yin-Yang switching, fast pressure, and endless combos. Play as a swordsman in white, link sword skills, launch enemies, and overwhelm bosses through aggressive rhythm. Defense is only a fallback while you learn.
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About
Dustless is a hand-drawn wuxia side-scrolling action game built around Yin-Yang switching, fast offensive pressure, endless combo routing, and boss duels. You play as a swordsman in white, crossing shadowed sword tombs, broken roads, and silent ruins.
Yin and Yang are not just meters. They are part of the combo system. Each state affects how you connect skills, manage resources, and control the rhythm of battle. As you improve, the focus shifts from “how do I block the next hit” to “how do I keep attacking.”
Combat is driven by aggression. Chain normal attacks, sword skills, Yin-Yang switching, and resource loops to discover new combo routes and keep pressure high in fast-paced fights.
The game features multiple boss fights and powerful enemies. Each battle asks you to read attack rhythms, decide when to press forward, when to switch states, and when to use defense as a fallback.
Dustless includes ability unlocks, revisiting old areas, hidden content, and some exploration routes. Its focus, however, is not a vast map. The core experience is fast action, Yin-Yang switching, combo routing, and boss combat.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, Japanese**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
Cool art and bosses but the positives stop there. Combat is jank, exploration is meaningless, the heal is way too slow for the combat in the game, spamming the block button will counter everything and allow you to use your powers and go hitless for a lot of bosses, you get hit by frontals when you are behind enemies. This game needed another year in the oven.
建议增加地图选项,画面,操作需要打磨,比如游戏中跳和保存一个键,部分存档点在边缘附近,有的时候想跳跳不起来。画面比较暗,有的时候不知道走哪。操作逻辑建议学一下《超级忍》,可以大幅提升游戏体验。
作者玩过自己的游戏吗?那个倒地时间要不就久一点要不就再短点,三连段被第二段倒地刚站起来直接被连死;回血的前后摇比我命都长,预输入也没做,打狭窄场地的boss难受得要死;平A一套下来后摇太长,想再打一套还要看收剑动画,按键冒火星子还没打出第二套平A;陷阱的美术和颜色跟环境高度融合,不好区分,有时候得碰到才知道是陷阱,有时候能看见但不在一个图层;部分引导不到位,有时候找不到下一步怎么做;地图也没有,虽然每个地区场地不大,但21世纪的游戏没有地图还是太权威了(不知道后面有没有);boss血量和人物伤害处于幽默区间,想熟悉boss后阶段的技能还得先给boss刮痧十五分钟,给boss刮爽了说是。 动作做的不错,美术也是我比较喜欢的风格,再接再厉吧,可惜steam没有中评。
操作手感差啦,关卡不好玩啦,啥的这些都先不谈。 ---------- 从刚打开游戏开始,就会让人操作迷惑。 最基本的UI基础交互都没做好。 比如:切换多语言,UI文字超框,且不选择一个就无法返回上一级。 比如:教程弹框等的手柄按键提示根本看不出来是啥,做那么多冗余的拖沓的UI动效前哈,不如先把UI辨识度,基础交互逻辑搞好。
《绝尘》是一款手绘风的武侠动作游戏,游戏的开局就是经典的失忆环节,只有手中的一把剑,然后为了寻回记忆,就需要去收集神剑碎片,逐渐回忆起自己的真实身份。 游戏的美术部分第一眼看上去还是不错的,手绘风格,虽然不够精致,但是也并不粗糙,但是在有些场景下,观感上就不太行了。尤其是一些比较昏暗的场景,背景和前景有些区分不开,且许多下探线路和陷阱也没有视觉上的区分,我只能通过肉身探索。希望作者能够稍微加点视觉上的标记区分一下,可以改善游戏的体验。 虽然有些人说这是类银河战士恶魔城游戏,但是实际体验下来,游戏可供探索的部分不太多,整体内容还是非常线性的,只是有些岔路会藏着一些教程和灵宝。虽然有些学习新能力的过程,但是没有那种学习了新能力后回去探索收集的过程。而且游戏整体有点偏boss rush的感觉,打小怪和跳跳乐的部分都不长,打一小段就会遭遇BOSS然后战斗。 战斗部分可以说是游戏的亮点。游戏有着一个阴与阳的设定,回血时会消耗阳的能量,而格挡则会消耗阴的能量。然后,阴阳能量存在一个转换的设定,当你回血时,阳能量减少,阴能量增加,而格挡时则消耗阴能量增加阳能量。战斗时,就是要控制好阴阳能量的数值,毕竟阴能量空了就无法格挡了。而格挡算是游戏中最有效的对敌机制,基本上所以招式都可以用格挡处理,如果精准格挡还可以大幅减少阴能量的消耗。然后Y键也可以消耗阳能量释放更为强力的招式,游戏还有连招系统,但是教程中没说明白,我也是自己按出来的,突然就召唤出巨剑了。 游戏中还有一个灵宝系统,不同的灵宝会改变战斗的风格,一次能装备三种灵宝,可以在三个灵宝之间进行切换。不过我除了第一次捡到灵宝时有描述,我找不到在哪看灵宝的效果。 《绝尘》作为一款的动作游戏,在动作系统上表现还是不错的,不过手感上还是差点意思,且美术表现还有待提升,不过考虑游戏是一人制作,游戏的综合表现还算不错。 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url=https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力 [/quote]
I was initially enjoying some aspects while playing Dustless, like the snappy controls during combat and the difficulty early on as it hit a sweetspot between challenging and easy. But after an hour and a half the issues started pilling on and the difficulty spiked tremendously hard. It didn't help that the ingame systems were downright confusing with VERY rough translations on their tutorial elements so i was probably missing some critical information about the game's mechanics. The game by default booted in full chinese but luckily options being the 2nd menu option is a pretty general design choice so i swtiched it to 'English', if you can call it that... That being said even if i understood everything perfectly i would have still noticed all the unpolished elements in every corner of the game. The aforementioned tutorial pop-ups often had UI overlaid on top of the text, making parts of it physically impossible to read. There was a noticable lack of music and SFX and what was present was very rough and underwhelming. Visuals were very mediocre and the level design was amateuristic at best with boring corridors and boring platforming. Said platforming also controled very poorly since the ledge grapple sent you flying forwards past the platform you intended to land on, or sometimes, into spikes. The game also did a very poor job signposting what elements were foreground and which were background. You couldn't even tilt the camera down to see if the chasms were bottomless death pits or the route forward, which led to a lot of trial and error gameplay. But the worst offender was the combat which became too hard for all the wrong reasons. The initial hour was fine, with a nice challenge to it without being overbearing. And unlike the platforming it actually controlled pretty smoothly. There was a satisfying parry, you could pull of cool combo's and the animations were pretty slick. Early bosses were nicely designed too but then i came to the sleeping dragon boss which literally spiked the difficulty so hard for no reason. The biggest offender is the fact that attacks are VERY poorly telegraphed, with each strike having pretty much the same windup animation. You also have NO I-frames whatsoever so you can and will absolutely get combo'd by the relentless bosses. They also have great big knockbacks on their attacks which can send you flying of the edge of the arena. Respawning was instant and there were no runbacks but bosses just became so tanky and dealt so much error which makes them a long endurance test. But if you cannot tell their attacks from the windup you have no proper tools to pass this test, especially with how much damage they dealt. There's also zero progression to speak off or any other tools to level the playing field. You get a lot of different combo systems but their uses are unclear due to the poorly translated elements. Hence it's really hard to know where to improve other than manifesting godlike reaction speeds and gamer reflexes. I've beaten hard games before though but those games had fair tells so i could actually improve. This one was just trial and error, both in combat and platforming but even in purchasing this game. It was an error, do not repeat my mistake.
[h2]前言[/h2] 老实说,我第一次看到这款游戏还是在dy上面,画风以及游戏机制都挺吸引我的。光看怎么行,这不,我直接自己上手试试! [h2]游戏介绍[/h2] 《绝尘》是一款武侠+阴阳转换题材的横板格斗游戏。玩家在游戏里面将会扮演失去记忆的白衣剑客,而我们要做的是战胜所有敌人,并找到自己的记忆以及这背后隐藏的真相。 [h2]游戏玩法[/h2] 游戏的玩法很有意思,其主要核心还是围绕着阴阳转换进行的,游戏内主角的血条左边会有着一个小的阴阳图,阳能够用来回血,阴则是用来格挡敌人攻击,比较有意思的是两者间产生消耗时,会发生转换,即消耗阳用来回血时,阴就会增长,攻击敌人则两个值都会恢复。除此之外,角色的动作系统做的也还算可以,蓄力攻击、画魂、剑术等等,能够打出很华丽的连招,而且游戏里面还能够装备灵宝,不过最多只能够装3个。 游戏地图设计有点类似于类银,都需要玩家解锁新的能够才能够去探索,不过本作整体比较偏线性,隐藏物品并不是很多。当然也有着难受的敌方,那就是游戏没有地图,这点我并不是很理解。 [h2]总结[/h2] 游戏底子不错,不过目前来看玩着并不是很舒服,因为游戏的场景比较偏暗,对地图的辨识性并不是很高,再加上部分跳跳乐,就.....;还有就是boss的强度,稍微有点高,希望作者在后续的更新中能够好好优化下吧。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
手绘武侠风横板动作游戏。扮演一名白衣剑客,于懵逼中醒来,在诡异的幽暗剑冢跟破碎旧道之间展开一段懵逼的冒险。 本作故事性弱,文本量很少,现存文字内容大多为战斗操作说明,几乎没有剧情铺垫与故事刻画。操作体系贴合同类横版动作作品,涵盖普攻、连击、蓄力重击、格挡、弹反、技能释放等基础玩法框架。特色在于将常规游戏操作与机制,替换为一套晦涩小众的主题式专属术语。这类改动类似将“123”写成“壹贰叁”一样,确实给人一种高大上的感觉,但对于刚接触的萌新来说,也增加了一定的理解成本。 游戏战斗有一大亮点系统,那就是独特的阴阳能量机制,也是其玩法深度所在:攻击可以积攒阴阳能量资源(鼓励玩家主动发起攻击,因此节奏相对较快),消耗阳能量可以回血,消耗阴能量可以进行格挡(精准格挡不消耗阴)。同时消耗阳能量会增加阴能量,消耗阴能量又会反过来增加阳能量,形成动态平衡的循环体系。因此只要掌握好精准格挡跟进攻节奏,灵活运用好阴阳能量间的转换特性,理论上可以获得近乎零消耗的战斗体验。 玩法初见类似闯关:进入游戏后,玩家一路前进,击败最初的守门员后会遇到一个占据大半屏幕的美女,她告诉玩家通过左边的界门能前往各个区域。这些区域相对独立,各自由“一段跳跳乐(可能没有)+一场BOSS战(必有)”组成,部分区域可能没有跳跳乐环节,直接就打BOSS,不过就算有跳跳乐环节,涉及的区域也不会很大,占比不会很高,因此整体来看,这游戏的玩法完全可以以“BOSS RUSH”模式进行看待。 操作手感还可以,技能衔接流畅,动作后摇干净利落,整体打斗丝滑流畅。角色动作设计充满武侠的味道,招式飘逸帅气,跳跃动作轻盈,每次连击招式结束后都有收剑入鞘的动作,把敌人韧性打空后还能发起伴随“屏幕碎裂、画面二分”的炫酷视觉效果的处决斩击(BOSS处决不了,但会造成大量伤害)。 总的来说,这是一款个人风格极其鲜明的作品,优缺点都很明显,受众取向比较固定。但不管怎样,20多元的便宜定价,试试咸淡也未尝不可。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote]
《绝尘》大概是这段时间让我觉得比较惊喜的一款国产游戏吧,虽然游戏在销量上基本褒姒了,但不妨碍它是一款用心雕琢的好作品。其实看封面设计就感觉作者下了不少功夫的,进入游戏后虽然画面离预期略有落差,不过整体素质还是不错,水墨风的韵味很足,跟东方文化节蛮搭调,大概就是《暖雪》那种水平吧(可能略差一丢丢)。 游戏真正优秀的还是动作设计(虽然在武器特效上也有点让我幻视《暖雪》了hahh),玩家有「阴」「阳」两张资源,其中阳可以用来回血,阴则是用于弹反——而获取资源的方式也挺简单,只需要不断出招即可积累资源,同时回血时会涨阴、摊贩会涨阳,两种资源可以互相转换。重点来了,阴阳的能量值还决定了玩家能释放出的招数,所以玩家需要在战斗中不断切换阴阳,将剑技、攻击、追击和资源循环串联起来,形成更长、更快、更具压迫感的连段。 这个动作系统的确相当有水平,不过引导有待加强,玩家初期基本上还是一通乱按,如果能更加详细地进行搓招教学或许正反馈会更好。而这个系统的主要用武之地还是BOSS战环节,可以看出本做的BOSS交互是相当到位的,稍有点可惜的是杂兵战体验就相对一般了,好在大部分时候都是在打BOSS。 此外,《绝尘》还进行了一些类银河城的地图设计,不过这部分就中规中矩了,基本上处于「有这个元素」的水平,像能力锁、回头路、隐藏区域等等该有的都有,但地图水平肯定说不上高,而且地图也并不是本作的卖点,但总归在一众横版作品里带了点新鲜感吧,毕竟底层玩法之一是平台跳跃,加入类银要素以后可以让探索体验大大优化。 总的来说,《绝尘》是一款比较用心的作品,虽然有一些小缺点,但瑕不掩瑜,推荐喜欢横版动作游戏的玩家入手。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
都2026了,現在還沒有地圖,我根本不知道要往哪走,走了發現是會受傷地形,是在脫遊戲時長嗎?被打還會有僵直,必須吃完一套連續記,甚至還有連續死亡機制,作者你真的自己有玩過這遊戲嗎?可能是我技術爛,不適合這款遊戲,如果正在看頻論的你覺得你是斗m就去買!!!!!!!!!!!!!!!!!!!反正我是不會再開了。 對了,這遊戲有劇情嗎?可能我比較笨,可以做的簡單一點嗎?我玩遊戲不是為了要讀文言文!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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