
"This is my path to victory!" A turn-based strategy game with card management and rogue-like elements, with a touch of the adventure game feel.
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Languages: Simplified Chinese*, Traditional Chinese*, English**languages with full audio support
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[b]Score is at the bottom of the review, while you are down there, leave a like if you liked this review![/b] [quote][url=https://store.steampowered.com/curator/37072886/]Great reviews can be found at our curator page:[b] Devils in the Detail[/b] Make a deal with the devil and join our curator for more great reviews like this one![/url][/quote] [h1]Overview[/h1] A great roguelike that feels as much like a puzzle game as it does a turn-based strategy game. [h1]Game Breakdown[/h1] [h3] Gameplay 🎮[/h3] [u]Characters[/u] Before a run can be started, the player must choose a character from one of three distinct classes. Each class has a set amount of health, armor, and elemental stats to start with. Health is a resource which is not refreshed upon a battle ending and is taken into the next battle. Armor is like a small health pool that regenerates at the start of every battle. Magic points allow a player to use three of a classes’ magical scrolls in a battle and, like health, doesn’t regenerate between battles. Elemental stats are important, but mainly in battle, so I will talk about it later. Warriors focus on health and armor which allows them to simply outlive an opponent. Rangers are their opposites and try to kill everything before they die due to their low health and armor. Mages are unique in that they are really good at casting a ton of spell scrolls at one time. Each of these classes has a set of sub-classes with unique abilities and permanent upgrades that can be bought. There are quite a few sub-classes and they all play a little differently which adds a welcome amount of playstyle diversity. A pet can also be chosen which allows for a tweak to that playstyle as it can give more health, mana, elemental damage, and more. Once a character is chosen, they are placed upon the overworld. [u]Overworld[/u] https://steamcommunity.com/sharedfiles/filedetails/?id=2124554160 The overworld is a map structure where the player can occasionally choose between different paths. The main choices revolve around which kind of deck buff that they will choose between and whether they will fight an easy battle or a more difficult one. The overworld also has a few events that can give cards or extra scrolls. I would like there to be more events eventually as right now it is quite common to see the same statue event that gives the player one out of three different cards. [u]Cards[/u] https://steamcommunity.com/sharedfiles/filedetails/?id=2124553520 Cards make the deep strategy of battles even deeper. Before a battle starts the player is randomly selected three cards; which can later be upgraded to six cards. These cards buff the base stats of elements in combat while also providing powers and buffs. If the player doesn’t like a card, they can choose it and then they can choose a different one from a group of three. Cards can also come in sets so if they are equipped simultaneously a large bonus is applied. Cards are then locked in once the player agrees that they will use the current ones for the battle or has run out of card swaps. [u]Battles[/u] https://steamcommunity.com/sharedfiles/filedetails/?id=2124554654 Battles play out on a grid that is 5x5. This grid is filled with tiles that are colored blue, red, and green. These correspond to the elements water, fire, and earth. Water is usually pretty balanced in terms of stats whereas fire is focused on attack and earth is focused on defense. Each time the player jumps onto a new space and the corresponding stat is upgraded for the turn with two more attack and two more defense. Each element also has a different attack direction. This alone requires quite a bit of thought, but monsters also attack after a certain amount of turns, so the player has to balance out how much attack and defense they need for a turn. Bosses only further complicate the matter as they will change how certain aspects of the game play out. For example, the orc boss will attack the player every time they hit one of his henchmen. While difficult, these new boss mechanics never felt unfair and instead added further the patient thought required to have a perfect turn. When one gets that perfect turn, it is so satisfying to watch every monster on the map fall to the player’s power. [u]Progression[/u] During a run, the progression systems are the aforementioned card system and the level system. Cards can be upgraded once to have increased stats or powers. The level system has players receiving experience after each battle which will lead to a level up which then allows for three skill points to be placed onto a skill web. Long term progression comes in the form of gems that unlock characters and card sets that unlock as certain amounts of elements are used in runs. [h3]📚 Story 📚[/h3] This game doesn’t have much story. The only real story blurb is that an Archfiend must be defeated but that is about it. [h3]🎧 Sound 🎧[/h3] The sound design is great except for the music. The sound effects have impact and help give feedback to the player. One such sound aspect that I love would be how a piano sound plays every time the player plans a move. The piano sound gets higher in pitch as more moves are planned which helps to indicate auditorily what step the player is planning for. A small detail that I also really enjoyed was that if the player slides on an ice tile, the piano key skips a step similar to how the player skipped a tile. The music contrasts this sadly as it is pretty loud and sounds like a loop of eight notes. The game is contemplative enough and has enough small musical ditties that occur that I didn’t feel like I was missing out on music when I turned the game’s official music off. [h3]📺 Graphics 📺 [/h3] The graphics are a voxel, cube shaped, three-dimensional art style that is quite cute. Almost everything is a square and the characters who die fall apart into squares, giving the voxel feeling. The game is also not afraid to use bright reds, blues, and greens that contrast the violent nature of the game. It was a bit refreshing to see a rouglelike that decided to be colorful instead of the trope of a gritty dungeon environment. [h3]⌨ Controls ⌨[/h3] The game controls entirely with the mouse which would make it a great couch game. [h3]⚙ Performance & Bugs ⚙[/h3] [table] [tr] [td][u]Specs[/u][/td] [/tr] [tr] [td]Cpu:[/td] [td]AMD FX-8350[/td] [/tr] [tr] [td]GPU:[/td] [td]GTX 1080[/td] [/tr] [tr] [td]RAM:[/td] [td]16 GB [/td] [/tr] [tr] [td]HDD:[/td] [td]7200RPM 2 TB[/td] [/tr] [tr] [td]SSD:[/td] [td]Corsair 240 GB[/td] [/tr] [/table] [u]Easy to Alt-Tab[/u]: [b]Yes[/b] The game runs quite well, though it takes a surprising amount of resources. My pc is by no means top notch, but I was surprised to learn that it was taking about 30% of my cpu power. This game may not work very well on low powered netbooks which is unfortunate as it would work amazingly on a touch interface. [h3]💰 Price to Content Ratio 💰[/h3] I played this game for 15 hours and I only unlocked six characters out of about 15 characters so I would have a lot more playtime ahead of me to get them all. They can be unlocked with character pieces earned by defeating bosses or by using gems that are earned as half of a run’s final score. Characters can then be upgraded thrice with gems again which unlock buffs and new abilities. There is a lot of content here for such an affordable price tag. [u]PtCR: 6x – Superb Value[/u] [h3] 🌟 Overall 🌟[/h3] 👍 [u]Pros[/u] 👍 Lots of playtime Cheap cost Deep strategy 👎 [u]Cons[/u] 👎 Repetitive music [table] [tr] [td]Gameplay[/td] [td]8/10[/td] [/tr] [tr] [td]Story[/td] [td]NA/10[/td] [/tr] [tr] [td]Controls[/td] [td]8/10[/td] [/tr] [tr] [td]Sound[/td] [td]6/10[/td] [/tr] [tr] [td]Graphics[/td] [td]8/10[/td] [/tr] [tr] [td]Game Length[/td] [td]8/10[/td] [/tr] [/table] [h1] 👑 Final Rating: 7.6 👑 [/h1]
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Hours played at review time, across 20 reviews with recorded playtime.
After a good 60 hours of playtime I think it's time to share my thoughts. First of all, let me say I really enjoy this game. Sure it has its flaws, but which game doesn't? During each fight, you don't really get too many options. Where to move your character each turn is pretty much all you have to decide. However, there's so much more depth there. A depth that may take awhile to notice. By moving, the elements you step on becomes stronger for the turn. Should I take a detour to power up just a single attack or should I do a few weaker ones? Is there a way for me to do both? Figuring out how to do the most damage is however not the only thing to keep in mind. How much of a defence can I muster given this path? Sometimes it might just be better to not attack at all to be able to end the turn with the best possible defence. Which monsters attack this turn? Where are they smiting (dealing double damage)? On top of this there are also traps and sliding ice. Sometimes you take a detour which will decrease your damage just to seize the moment to disarm that trap while it's safe to do so. Or why not get rid of that obstacle to open up the map some more? Where you walk will also have an effect on how the board will look next turn. Setting up for future turns are also important. None of these things are complex on their own, but together they form a challenging puzzle made of simple rules. What makes it feel fresh, and keeps me playing are a few different things. Something as simple as changing the attack area of your character (different classes uses different rules for targeting enemies) has a surprisingly big impact. While playing a Fighter you have to pay close attention to the smite areas. A good path for an Archer might criss-cross across the map in an attempt to find the best spots to shoot from. The Mages on the other hand often require good foresight, as their attacks can be a bit tricky to hit effectively. Apart from the class you choose, which character you play also has a big impact on how you play. I really like the Spartan and his counter attack. While playing the Spartan the main plan is to stack as much defence as possible, even if it means sacrificing almost all your attack. On top of this, the cards you collect matters a whole lot for the strategy. Are you collecting a lot of cards or keeping your collection small? You have to decide which cards to upgrade, duplicate and even remove. Should the gold you collect be used on restoring HP, buying scrolls, unlocking new cards or modifying the collection of cards you already got? Each card have values modifying the attack and defence of its element (although those can be 0). However, it's quite rare that that's the only thing the card does. There are cards that makes your blocked attacks deal more damage, cards that turns traps from harmful to useful, cards that makes elements stronger from a distance, cards that prevent enemies from smiting, cards that encourage you to end your turn at specific elements and a whole lot more. The cards really do alter the way you play. So what's bad with this game then? Well, there are a few things worth mentioning, although there's one thing that overshadows the rest. The English translation is really bad. This can be really distracting at times and quite annoying at others. It takes a bit longer than necessary to understand what to do and sometimes the cards work in a different way than the text claims. It really can be a deal breaker, which is a shame. Furthermore, the tutorial is a little bit short. You'll get to read a few screens of text and then that's it. You don't really need much more, but a little bit would be nice. Another thing, although I don't mind it that much, is that the story itself is quite shallow. There's not a whole lot of logic or reason given to why you venture forth into the abyss. A last thing to mention is that there's of course many random elements that one could potentially find annoying. Personally, I don't though. There are plenty of ways to control the randomness to get reliable strategies in place. In some games it can feel that you're at the mercy of RNG, but I haven't felt a problem with it here. Thought it was worth mentioning anyway. With all this said though, It's an Early Access game. Most of its shortcomings are fixable. Before I finish I'll leave you with this: Elemental Abyss is a really interesting strategy game, that with a small set of rules creates a really deep and complex challenge. I really do recommend it. That being said, if bad English is a big concern it might be a good idea to wait until it's improved. P.S. I'm currently making an unofficial English version of the game and am maybe 80% done. We'll see if I can get it included in the game or release it in another way somehow once it's done. This review was written with version 1.04 in mind, so things might have been changed since then.
[h1]Follow our curator for similar games[/h1] https://store.steampowered.com/curator/35180752-3-point-play/ EA TBS cards + unlockables + game design = Surprisingly fun lite deckbuilding roguelike. Tutorial is brief, so you will need to pick it up as you go, which can be part of the fun. Unlock skins/perks.
[quote] [b][h1]游戏前言[/h1][/b] Elemental Abyss,中文译名---------元素之渊,是一款风格简约的角色扮演Roguelike游戏。玩法丰富,但由于每周目生命收益过低,容易让玩家失去继续游玩下去的兴趣。 [b][h1]游戏玩法[/h1][/b] 让玩家选择合适的前进路线攻击怪物以通关副本。玩家前进的每一步都行走在不同颜色的地板方块上,根据玩家的职业不同,每种方块会造成不同方向的攻击,如纵向、横向、放射向等等。根据玩家踩的地板方块颜色的不同,每种方块会造成伤害不一的攻击。玩家需要在有限的生命点数内,使用魔法技能,选择适宜的关卡前进路线,尽可能的探索游戏副本,挑战深渊BOSS,拯救世界。 [b][h1]游戏特点[/h1][/b] 1️⃣[u][b]简洁而不失乐趣[/b][/u] 游戏根据人物在血量、伤害、均衡方面的差异,共分为三种职业,战士、法师、射手。除了初始的人物外,每种职业还拥有该职业的不同人物属性、不同技能的角色,需要玩家通过击败怪物获得人物碎片从而解锁。游戏的玩法非常简单,基本上就是按照规则操纵人物前进并攻击怪物,很清晰易懂。然而不同颜色地板方块能够产生不一样的收益效果,探寻能够造成更多伤害的同时,玩家还必须注意规避怪物所造成的攻击,因而,选择出最适合的路线便是本游戏游玩的核心目标。蕴含无限可能的前进路线、想办法规避怪物、以及各种各样增幅人物属性/技能的礼装,让游戏充满了丰富的可玩性。 https://steamcommunity.com/sharedfiles/filedetails/?id=1999762018 2️⃣[u][b]补给和结算奖励太过匮乏[/b][/u] 本来游戏难度就很高,血量和魔法不会自动回复,必须寻找补给,而玩家释放技能还需要消耗魔法值以及关卡通关后掉落的魔法卷轴。在我本人打了4个小时以后,才堪堪打过了第2个boss,然而紧接着,我就在随后的精英怪关卡嗝屁了。尽管里面包含我尝试不同游戏角色以及最初上手时不明白游戏规则所浪费的时间,但我不得不说游戏还是太过于缺乏补给以及结算奖励过于匮乏。补给需要玩家去破坏障碍物获得,然而,不谈游戏中期每个图基本都拥有3~4个障碍物,全部破坏还不一定能有。怪物好歹还有个血量,玩家可以指定合适的路线从而造成最大伤害以及早击败怪物,然而障碍物却非常严苛的要求必须攻击4~5次才能破坏。游戏内的各色地板方块还使得玩家经常站在障碍物面前却因为方块不对从而造不成伤害,这就让我经常顶着怪物的伤害疯狂找补给品。关卡胜利后的结算奖励也过于廉价,由于游戏释放技能是需要同时消耗魔法值以及魔法卷轴的,这让我经常缺乏二者中的其中之一从而无法释放魔法。综合起来,让玩家基本上每周目都没怎么深入探索游戏,就又游戏失败,重新结算,并重新开始游戏。一次两次还好,但像这种频繁失败却依然无法让玩家在下一周目能够有效变强的游玩模式很快就容易让一批玩家失去游玩的兴趣。 [b][h1]游戏总结[/h1][/b] 有着非常棒的可玩性。但是,roguelike游戏的目的是为了让玩家一次又一次的在死亡中变强,让玩家能够在每一次新的游玩历程中探索更广阔的的游戏内容。我个人认为每一次角色的死亡,对我下一次新的游玩所带来的的提升太低。尽管游戏有着不错的想法不错的内容,然而它过于困难的机制制约了玩家的游玩。 [b][h1]推荐人群[/h1][/b] Roguelike爱好者、休闲玩家。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote] [/quote]
[h1]讨厌君个人评分 7/10[/h1] 本作很特别的将Roguelike元素融入到小战场的SLG游戏当中,游戏的所有攻击都是通过简单的移动来实现,但简约而不简单的是,每一步都会根据职业与礼装卡的搭配产生不同攻击范围的判定与特效,每次经过的格子都会重新刷新为新的元素格,甚至还会带有陷阱等随机要素,想要玩好需要步步为营机关算尽才行,游戏的礼装很好的结合了装备特性要素,甚至还有套装礼装,可以使攻击方式更加多样化,游戏内的凑碎片成长系统也保证了重复可玩价值,对此类游戏感兴趣的玩家值得一试。
玩了一会,感觉设计还是比较新颖的。 各个职业有自己的特点,要靠一次次战斗得到碎片来解锁。 宠物系统看起来也不错,有各种不同的加成 战斗就是走格子,根据格子的属性来确定你的攻击方式和范围。比较有随机性,走过的格子刷出的新属性和地上的陷阱应该都是随机更新的 有基本的指引,但是还是不太够,比如地面的各种陷阱图标是什么意思就不太清楚,也不知道踩上去会有什么后果,希望能继续完善。 -------------------------------------------------- 以上是玩了1小时时写的,现在玩了接近20小时了,再补充几句个人感受吧。 解锁了好几种职业了,法师比较难,防守能力太差。 宠物还是初始的加血的最实在。 升级最重要的是移动力,其次是血和护甲,法力比较鸡肋。 对新手来说,最好每一回合都尽量走在同样颜色的格子里,最后也最好停留在走得最多的颜色格子里。
Очень занятный паззл-рогалик с дек-билдинг составляющей.Несколько классических персонажей (монк,маг,лучник и тд).Используя элементал-абилки (земля,вода,огонь),усиливаем их с помощью соответствующих цветов квадратов передвижения,бьемся,защищаемся,усиливаем себя с помощью колоды перед каждой комнатой,и так шаг за шагом.Вариантов множество,реиграбельность большая,разблокируем после поражений новые абилки,усиливаем персонажей.Короче говоря,неторопливая игра для разминки ума.С удовольствием рекомендую.И да ,тут есть ручные зверюшки.)
游戏本身并不复杂,玩家需要通过踩格子的方式来获得攻击力和防御力,在保证攻击敌人的同时尽量缩减自身受到的伤害,各个关卡的设置相对独立,但通过上个关卡时的状态会被保存,游戏的目的是以生还为前提通过若干关卡,击败最终Boss。在游戏过程中有随机获取的卷轴和礼装来,可用于提升玩家战斗力。另外,游戏中还有许多特殊关卡事件等,不同角色的能力天赋也有很大区别 礼装系统感觉已经比较全面了,但是看描述的时候总会感到有些琢磨不清,玩家不会因为一款游戏的系统复杂而放弃,但是描述不清的设定绝对会影响游戏的进程。新手教程也有类似的问题,有基本的操作引导,但是还是不甚全面,陷阱的伤害量化与介绍也没有做足,在我看完教程之后第一反应是“我要干什么来着?”然后再去看一遍,看的一知半解回去再送一条命。而且游戏的玩法太过单一,要保证玩家长时间在线不太容易,需要玩家自行理解的东西太多了,不同元素的攻击范围也很不一样,这就导致了游戏战斗界面过于繁杂,各种数据着实会让玩家摸不着头脑,再加上前期战斗收益低,中期恢复手段少,还有后期礼装卷轴道具成本也需要考虑,整体难度略高,只有不断死亡才能提升战斗力(献祭流)但也正因为是这样,才让游戏的操作上限有所提升。 还有一点一定要说一下,剧情对话太!尬!了!给你升级礼装时吵架的两个小人台词给我一种你好意思写台本我不好意思读的感觉,感谢作者没有加上配音,如果加上得话我容易笑死在家 优点么?bgm好评,人物模型挺有意思的,以后如果有周边会很好加工 值得一玩
《元素之渊》是一款包含了roguelike和卡牌的回合制策略游戏,由制作者29X耗时2年开发,目前正在EA阶段。 [h1]游戏画面与音乐[/h1] 游戏的画面很可爱,主角是方块小人,怪物也都是一些方块,造型可爱。 游戏中的色彩,特别是中间场地的色彩都采用了纯色,怪物脚下则是黑色,这些颜色交错,使得中央整个棋盘变得非常好看,而且不得不说开发镇很会选颜色,所有的颜色都非常柔和,一点也不刺眼,仔细观察棋盘就好像在玩高质量的积木一样,又好像在切一块制作精良的蛋糕,视觉上感觉很舒服。 音乐也属于轻快舒缓的类型,整体上游戏的氛围是比较轻松的。 [h1]游戏玩法[/h1] 简单体验了一下,感觉整体的规则和系统上并不复杂。 游戏中有3种元素,分别对应了3种颜色的色块:蓝色——水元素,红褐色——火元素,浅绿色——土元素,你在什么颜色的格子上,就只能发动什么属性的卡牌。 游戏中的礼装(也就是卡牌)也是分水、火、土3种属性。因为是卡牌游戏,自然也是包含了组卡、升级卡等内容。 此外就是可以消耗魔法使用某些buff类卡。也是有3种类型,对应着3种元素,使用会获得加攻击力、加攻击范围、加护甲等效果。 游戏中有3个角色,分别是战士、法师和射手,初始为战士,通过战斗收集碎片解锁新职业。初始宠物为狗,其他宠物 需要从boss宝箱里获得。每个职业还可以消耗碎片获得升级。 游戏内的战斗是在一个个棋盘上进行的,消灭所有怪物即过关,hp降到0则永久死亡。主要的玩法就是走格子(可以水平或斜向移动),走到某格如果周围有可以攻击的对象(包括了敌人和树木、石头等环境元素)则会自动攻击,玩家要做的就是选择路线,但是不能走回头路,所以还是需要仔细规划一下路线的。 [h1]游戏感受[/h1] 个人感觉目前游戏整体上的完成度已经很高了,但是在新手的指引上还不大完善,战斗收益较低,中间给玩家恢复或者调整的机会较少,整体难度略高。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
又打了很多次,三職業都通關了,打法重點是要運氣好,拿到史詩和核心卡。 主要方法就是商店要復製卡,還有先調度走和核心卡相同組別的卡,增加找出核心卡的機率 之前評論過的Boss不平衡,現在感覺除了黑騎外,其他還好 黑騎強的原因可能是有小怪,除了特定打法外,一定要走位清,隨便少了10血以上然後打黑騎又要少血... 現在打多了,反而認為射手比較弱,因為好打小怪的打法都不好打魔王
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