
Accidentally, you obtained a legendary sword and traveled to the "Labyrinth City of Veria-pool". What awaits you, is not only the wonderful dungeon "Labyrinthos", which can obtain unlimited treasure, but also the encounters with beautiful and mysterious heroines.
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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 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
作为一款RPG还是合格的,有大量的刷刷刷内容可以玩,100+的武器装备,20+的支线任务,全收集图鉴,所有可攻略的女性角色全程配音,有100+的服装部件可供两位女主换装,简易的钓鱼和家园系统,还有后期专门刷怪用的祭坛系统以及多周目,虽然每一个玩法细究起来都深度不足,但也称得上是麻雀虽小五脏俱全。缺点不是没有,首先作为黄油是完全不合格的,CG属于有还不如没有,纯纯的扣大分环节,拉跨完了,还不如玩玩换装。其次剧情也很难绷,主线还能说是老一套,角色支线可就真的带点坑了,喜欢路边一条的菜鸡都能把主角踩在脚下差点就能强上女角的烂俗剧情吗?这游戏不仅有,还反复来,关键这还不是RPG支线进度和主线进度不匹配的情况,明确就是主线干死迷宫大BOSS邪神巫女之后的支线还玩这套,甚至靠开挂打赢之后女配要把强盗全砍了主角还有阻止女配的选项,就纯逆天,英雄救美这套路玩不来就不要硬玩。总结就是大头不能想剧情,小头不能想CG,纯当迷宫刷子小品游戏挺不错的。 1.初期职业选战士或猎人,开始剧情杀怪送的技能书比较值钱。装备只用买戒指或防具(为了开全图鉴)。武器都可以掉落。 2.酒馆可以买到性价比最高的恢复道具维利亚蛋糕,晚上还会打折,但注意过夜时会消失。角色MP是珍贵的资源,回复MP的道具前期无法购买只能通过掉落获取,过夜可回满MP,除此以外在入城之前经过的海鸣谷的存档点也可用于回复所有HP和MP。 3.钓鱼稀有度:基础1~1100,夜晚+1~100,高级鱼饵+50~400,魔法鱼饵+350~600,稀有度以400/700/900/1200/1400为分界线可钓上6种鱼,不同种类的鱼在图鉴中为同一个位置,以及固定1/100的概率钓上宝箱,宝箱不影响卖鱼次数,稀有度不影响鱼的大小和价值。钓竿会影响鱼的大小和价值,"最新的钓竿"效果几乎可以忽略,建议直接兑换"狮鹫钓竿",之后再补齐图鉴即可。 4.夜晚事件每个晚上只能触发一个,托尔蒂加入后法侬加入前好感30以下住旅馆有一次夜晚事件(无实际影响),两女主好感30以下住旅馆有一次夜晚事件(无实际影响)。礼物可以重复送(但为了开全图鉴都要买一次)。送高级梳子+小型八音盒有一次夜晚事件(无实际影响)。仅依靠H就足够将两女主的好感提升至100,羞耻降低到0,没有特别为此购买道具的必要。 5.三层见过莉泽后可开启山崖任务,怪物属性相当于3层,而掉落相当于5层,可以刷武器,只是怪物的AOE技能有些麻烦。3层传送水晶左侧的泥坑可直接通往4层的2号地图,该地图的右上熔岩地面部分凹进去的地方有隐藏通道,可见到盗贼马珂,在5层开启道路后可再次相遇,之后可在8层的一个房间里遇到,可通过一个转移石碎片换取一个结界石。主线"惩罚莉泽"后选择"我更想要莉泽的身体"或"(沉默)"可以使报酬翻倍。 6.完成缇妮的第一个任务后,需要去西南旅店区域右上方见老板才能开启缇妮的下一个任务,返回时与门口房间的"加里奥"对话,携带一个"维利亚蛋糕"去城市西南右下角的房间可解锁斗技场,之后可直接进入。斗技场的第一场战斗奖励自制魔法宝石,之后的奖励只有金钱。 7.亢奋值在同一张地图上战斗时可以保留。50%以上:+10%ATK/MAT/AGI、+5%暴击率,80%以上:+20%ATK/MAT/AGI、+8%暴击率,100%:+30%ATK/MAT/AGI、+10%暴击率。 8.所有角色都可以使用技能书(冥術師/天術師也算魔法师),但只有主线三人可以换职业。普利斯蒂娜和贝尔希璐达的第一个任务在东南市场区域接取,其余角色任务在旅馆/冒险者协会/建房后各角色房间/建房后门前信箱接取,部分任务满足条件后还需要经过数天才会出现。完成支线角色的指定任务可触发首次H,每次H后参与战斗次数达到20可再次邀请H。 9.服装币应优先兑换仅能从此处获取的其他类的同伴服装以及皇家礼服,其余服装可通过楼层宝箱或淫魔来获取,事件限定的服装如女仆装等也会在相关事件后加入随机掉落。后期可以从酒馆的管家处用装备换取支线角色的变装道具。 10.武器店更新戒指:3层开启传送/6层开启传送/到达9层剧情门。 11.圣剑奥龙等级提升:第一次H/触发H场景数达到8次/触发H场景数达到18次/触发主线9层的时间回溯剧情且触发H场景数达到30次(首次升级会在H后立即触发,其余需要在过夜时触发),好感达到30时,未解锁的低好感H场景会提供补偿次数。 12.制作魔法时会将身上的所有自制魔法宝石(无论是否已有魔法)都更改为制作完成的自制魔法宝石,获取的新的自制魔法宝石会是空宝石。 13.神域祭品祭坛,在通关前可出现5种BOSS,各可掉落3件随机武器,击败最终BOSS前守门的3种BOSS会追加到祭坛BOSS,各可掉落4件随机武器,武器的类型与BOSS种类有关,有7件Artifact仅限此处获得,也可刷10级武器。香料用处不大也不列入图鉴,不必购买。比较麻烦的BOSS为韩迪莱芙(绿)+韩迪德司(红)组合:韩迪德司HP35500、敏捷65、元素属性圣50%地180%其余100%、每次行动必定释放单体即死技能,韩迪莱芙HP65000、敏捷55、元素属性暗50%风180%圣180%其余100%、每次行动若韩迪德司存活则赠与玩家复活药(不可带出战斗)、若韩迪德司死亡则复活韩迪德司。 BUG: 1、物品礼法之书说明错误,将"减少"改为"增加"即可。 2、祭坛奖励设置错误导致等级9、10的法杖无法入手。 3、宝石"雷神之轰鸣"说明有多余回车导致无法显示,备注日文部分未删除。 4、技能"超强增速"实际范围与说明范围不符,说明为全体队友,实际为使用者自己,暂不清楚哪一边为设计时效果。 5、仿莉泽衣装丝绸内裤未添加至服装店。 6、物品豪运的脚镯说明错误,将"30"改为"50"即可。 7、法侬接吻时,淫纹带来的欲求提升错误地加到了托尔蒂的欲求上。 8、技能分身攻击、狙杀、闪光之击,说明均具备[附加眩晕状态],但实际无此效果。 9、Artifact"意志弓飞达克"未设置获取开关,导致可以无限获取。 10、贝尔希璐达被动技能"特能:魔法盾",发动条件设置错误。
满分给到托尔蒂和法侬酱的个人线。 托尔蒂的成长,是一场与 “父亲的影子” 的和解。她曾执着于复刻传奇黑骑士父亲的道路,踏上冒险、成为圣骑士,活在 “成为下一个他” 的执念里。直到海盗事件的浪潮里,她终于挣脱了枷锁 —— 原来她不必活在别人的传奇里,不必复刻既定的道路,与 “我” 一同踏上的旅程,才是属于她自己的、独一无二的人生。 沉睡五千年的法侬酱,她的存在本身就是对“时间”与“信仰”的无声叩问——五千年的光阴或许改变了祈祷的仪式,却从未磨灭人们对神明的虔诚与对希望的渴望。漫长岁月里她一直陷入沉寂、孤身封存于时光长河,若未与“我”相遇,她可能会永远困在无尽流年里无人惊扰,如今留在”我“的身边相守一生,从此不再孤身沉寂于岁月❤️ 另外配音表现非常加分。女角色及主线剧情均配有日语配音演绎,整体沉浸感十足。游戏中可在山顶之处搭建一处属于自己的居所,每次回到家,总会听到托尔蒂带着腼腆青涩的语气,问出日本”新婚三问“的经典台词:”是要吃饭,还是洗澡,还是说…“话音顿住,羞涩地说不下去,最后小声改口 “没事”。好喜欢托尔蒂🥵
三天玩了40多小时,刷怪刷爽了,剧情也不错,也是很优秀的rpg作品了。
前期游戏体验过于贵物,难和解,玩到后面托尔蒂和法侬过于可爱,已和解
当下市面上少有的男性主角纯爱后宫作,果然可爱的女孩是能治愈身心的
[i][h3]"Have you seen how serious my master is? If it's for a cute girl, he'd risk any danger!" -Sword Spirit Aulla[/h3][/i] A lot more time clocked in off steam, but I wanted to support the dev here, and the game has probably one of my favorite 'become the chosen one' scenes. Overall, a completely solid RPG. The custom MC maker is a surprising plus, espically in an rpgmaker game. Aside from the great characters, another thing I really like (which is surprising more games don't do this), but your bound/story/canon weapon (which you get at the beginning) is genuinely the strongest weapon in the game. I'll explain, as you progress and complete content you unlock gear slots for it, to which you can equip ANY weapon, and it'll inherit a portion of it's stats and ALL of it's traits/skills, so it's very customizable and gets out of control quickly. Lastly, yes, this is an 'h game' so it does have 'scenes' but they are all super vanilla. If you're looking for a good game to dip your toes into the 'H game' scene, this is one of the good ones.
FALL IN LABYRINTH, developed by JUKKAKU GAMES and published by OTAKU Plan, is a dungeon-crawling RPG that leans into a familiar structure while layering in systems that emphasize steady progression, customization, and risk-reward exploration. It presents itself as a straightforward adventure set in a mysterious labyrinthine world, but beneath that surface lies a gameplay loop designed to keep players engaged through incremental growth and repeated expeditions into increasingly dangerous territory. The narrative begins with a relatively simple premise, placing the protagonist in a situation that quickly leads them toward the enigmatic city built around a massive labyrinth. While the story does not attempt to break new ground in terms of originality, it functions effectively as a framework for the gameplay, gradually introducing new characters and motivations as players descend deeper into the dungeon. The presence of multiple heroines adds a layer of character interaction that provides variety between dungeon runs, giving the experience a slightly more personal and narrative-driven feel without overshadowing the core mechanics. The central gameplay loop revolves around exploring the labyrinth, gathering resources, and returning to safety to prepare for the next descent. Each expedition presents a balance between pushing forward for better rewards and retreating before resources run out or enemies become overwhelming. Combat is turn-based and initially straightforward, but it gains depth as players unlock new abilities, equipment, and strategies. Status effects, gear optimization, and careful planning begin to matter more as the difficulty increases, creating a sense of progression that feels tied to both player decision-making and character development. The loop is intentionally repetitive, but it is structured in a way that encourages improvement and experimentation rather than monotony. Customization plays a significant role in maintaining player engagement. Equipment upgrades are not just about increasing stats—they influence how characters perform in combat and how effectively they can survive deeper levels of the labyrinth. Crafting and enhancing gear becomes a core part of progression, requiring players to invest time in gathering materials and making strategic choices about which upgrades to prioritize. Additionally, visual customization elements, including character portraits and equipment-based appearance changes, help create a stronger sense of ownership over the experience. While these features are partly cosmetic, they contribute to the overall feeling of growth and personalization. From a presentation standpoint, the game adopts a style typical of RPG Maker titles, favoring clarity and simplicity over technical complexity. Environments are functional and easy to navigate, and character designs reflect a strong anime influence that aligns with the game’s tone. This approach ensures that gameplay remains the focus, though it can also make the experience feel somewhat dated compared to more modern RPGs. The audio design supports the atmosphere adequately, but it does not stand out as a defining feature, serving more as a backdrop to the exploration and combat. There are, however, limitations that become more apparent over time. The repetitive nature of the gameplay loop, while initially engaging, can begin to feel predictable for players who spend extended periods in the game. The lack of significant mechanical evolution means that later stages rely more on difficulty scaling than on introducing new ideas. Additionally, the inclusion of mature and suggestive content makes the game more niche in its appeal, which may not resonate with all players. Combined with the relatively simple interface and presentation, these factors can make the experience feel less accessible to those outside its target audience. Despite these drawbacks, FALL IN LABYRINTH succeeds in delivering a focused and satisfying dungeon-crawling experience. It understands its strengths and builds around them, offering a loop that is easy to grasp yet rewarding to master over time. The combination of exploration, progression, and customization creates a steady sense of advancement that keeps players invested, particularly those who enjoy methodical gameplay and gradual power scaling. In the end, the game stands as a solid example of how a well-executed core loop can carry an entire experience. It may not offer groundbreaking innovation or high production values, but it provides enough depth and consistency to remain engaging throughout its runtime. For players who appreciate traditional RPG mechanics with a focus on dungeon exploration and character growth, it offers a worthwhile journey that is both approachable and satisfying. Rating: 8/10
Для 2019 года эта довольно простенькая игра на RPG Maker сумела действительно удивить некоторыми своими аспектами. Хотя сюжет довольно стандартный, главный герой должен стать героем и спасти мир, так что да, очень стандартная сюжетная завязка, у него есть говорящий меч-девушка (вот так сюрприз), который обретает силу, когда он делает непристойные вещи с разными девушками. Вы можете отыгрывать роль хорошего парня, который просто пытается помочь девушкам, или быть аморальным извращенцем и трахать их, как игрушки, так как они неспособны сопротивляться вашей власти. Но сразу скажу, толком ни на что это не влияет, просто иллюзия выбора отыгрыша своего персонажа. Поэтому довольствуемся только разными диалогами в зависимости от характера персонажа. Сюжет и концовка от мировоззрения персонажа не изменятся. Что действительно удивляет для игры на данном движке, так это то, что все диалоги с озвучкой. Озвучка довольно убедительная и, пожалуй, является изюминкой игры. У героя по сюжету будут две основные героини и четыре второстепенные, которые пополнят ваш гарем, когда построите дом, и по желанию хоть на всех жениться можно. Относиться они будут к вам либо как к суженному, либо как к куску дерьма в зависимости от их привязанности. Из нюансов данной игры стоит отметить, что игра до мозга костей чистая RPG. Поэтому походы в данж, гринд и прокачка — наше всё. Но побочные задания более-менее увлекательны. Секс-сцены только слайд-шоу (без цензуры) и CG выглядит уже устаревшим. Мало разнообразия и много повторных сцен с другой озвучкой. Ближе к концу игры в ратуше у торговца можно купить билет, открывающий все сцены в галерее. Эта игра не является алмазом или жемчужиной в грязи, но, по крайней мере, это точно добротное серебро.
15小时也是打完了,非常折磨人的一款游戏,首先全屏游戏会非常糊,很费眼睛!很费眼睛!很费眼睛! 战斗部分(最逆天的地方)它战斗加速居然能放在主线通过后才给你,推各种迷宫时那些怪还没有类似隐身那样的技能规避战斗,被碰到就硬控你十几秒! 剧情部分,其实一直到打魔法师之前都还能接受,后面又强行给你塞一张神域地图,配上那战斗部分就是纯折磨你的,本来剧情就挺一般的还要硬控你游戏时长,而且神域地图做的非常拉胯,还不如直接删了快速打最终BOSS! H部分是也是差得要死,如果你是奔着黄油来的那请你直接PASS掉这款游戏,模糊画画+静态立绘+立绘很一般,整个H部分还没战斗养成有意思,我后面都是直接跳过的,非常无聊。 还有更逆天的地方是它有两个队伍角色的角色任务居然能安排到主线结束后才能进行,你都打完魔神播完片尾曲了才能有H部分,逆天! 总的来说10分只能给个4分,因为有个角色配音还不错,不建议浪费时间在这款游戏上!
神作,可惜没有足交 给新手玩家的建议 1.众所周知,RPG Maker的游戏前期金钱不足,都可以通过钓鱼来获取,9天够你攒够6000金币了。 2.圣剑奥龙要一直装备到身上,然后点击技能槽里的固定技能,里面进行套装备,我前期就是没理解机制,导致到后期才发现这个功能。 3.别太着急和可爱的女孩子们色色,先把各种装备和道具攒够了再玩。
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