
Strange atmosphere, strange things, but the performance is so "familiar". How "strange" does the familiar room and familiar her look? Why does everything start? Where will it go?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
bana göre değilmiş
[h1] 磐石之安 恻隐之心[/h1] 在完成了本作游戏的同系列游戏Dark Flowers(黯然之花)的评测之后,我们马不停蹄开始了本作Fallen Flowers(零落之花)的游玩体验。本作流程不长,但感慨颇多。本评测会结合一点前作的体验来谈谈本作的一些变化。 同样请注意[b] 本评测可能涉及剧透请自行规避 [/b] [h2] 戏说战斗 [/h2] 如同商店简介说的那样,本作是……商店简介并没有说什么类型的游戏。所以一开始我们还认为本作还跟前作黯然之花一样是解谜射击类游戏采用即时战斗模式,结果自然是当战斗开始的那一刻我惊呆了。没错本作采用的是[b] 回合制战斗[/b]。 按照惯例我们先进行一个总结,本作的战斗部分用一个词来总结就是:简单。 简单并不是简单评价游戏的难度,而且从整个战斗系统整体来看的。本作的战斗系统逻辑是通过遇敌战斗并获得经验与随机掉落强化素材,从而提升等级,强化装备最终变得更强从而打败boss。这是一套非常成熟的战斗系统,没有很高的理解门槛,实际运用上来说并不太复杂,只需要加上亿些内容就能够变得非常丰满。而本作恰恰没有填充太多的内容,所以显得简单。 在详细说说之前我想先说个小技巧,本作二周目可以获得主角卧室一个补给箱的开启权限,补给箱里的内容是等级+15级和15个升级道具(通过后面的介绍可以了解补给箱的价值),可以使原本就简单的游戏战斗变得形同虚设。所以我们只要快速开启二周目再开始真正的流程就能无脑平推了。以下是快速通关方法:开始游戏后经过几段对话就能自由活动了,此时出房间后往右走到提示地点处可继续剧情但此时如果我们偏要去找别的出口npc就会告诉你不是那里,只要你一直坚持要去十几次就能触发第三个结局直接通关,然后重新开始游戏即可开启二周目了。但游戏并不困难所以显得技巧的含金量下降了,不是特别图省事的话正常游玩即可。 本作可操作角色仅有一名,就是我们的第一视角主角。主角拥有常见RPG游戏的常见属性,比如,物理攻击,魔法攻击,物理(魔法)防御,血量(常见的红条),魔法(蓝条),升级就会提升,目前满级为20级。装备栏共有五个栏位,武器、头盔、护盾、盔甲、饰品。武器共有两种四件主要提供了两种属性所以分为物理攻击和魔法攻击流派。物理流派武器为拳套当装备了物理武器拳套时魔法值为0所以只能使用攻击命令(即普攻),魔法武器则是法杖,共有三种:火水风,各自分别能使用三种技能,并且绑定了魔法数值。通过前面说的可知因为武器而且分为两种流派,所以装备也大体有三种,物理和魔法还有一种生命这里不展开了毕竟也不是论文要凑字数,但是值得一提的是装备取名是非常随意的,比如主要提供生命值的装备就叫生命头生命盾……。最后数了一下共有16件武器,为什么要数这个呢,这里关系到了本作的强化武器系统。本作的武器和盔甲装备可以强化两次,强化一级需要一个强化素材,其余装备则是只可以强化一次。所以我们可以算出23个强化素材即可把全部装备强化完。这时候我们回看一下前面说的二周目补给箱,明白其中的含金量了吧,就基本上和开局就满级区别不大了。还有一点是虽然笔者全程没有使用过,但是本作是有回复道具的,在厨房场景的桌上有两瓶药水,分别能够回满血量与魔法。并且间隔几秒就会刷新,有大量的回复道具可以使用真的真的没有任何难度了。 虽然前面说了一大串但是因为数值给的非常宽泛,所以就导致战斗并没有什么难度。本作的敌人大体只有四种,最弱的士兵在玩家到达十级左右就完全无法对主角造成伤害,最强的boss也需要三四下才能打倒玩家。而且剧情强制战斗的敌人给了大量的经验值,强化素材掉率奇高所以原则上不需要特地去刷怪。刷怪机制方面地图的敌人只要转移场景再回来就会再次刷新,但本作有个献祭的机制,只需要献祭敌人就不会再次刷新了。而献祭超过五个敌人之后游戏结局就会改变,这里到剧情部分再细说。但即使不献祭敌人只要注意shift加速就能轻易避开密度不高敌人。和前作一样的是到处都有可供休息恢复的地方,但大刀阔斧砍掉了货币系统。 简单来说战斗非常简单易懂,不咸不淡。另外还有几场追逐战因为也是战斗,稍微注意即可。 这里顺便提一下解谜部分吧,因为本作有了非常清晰的提示,基本只要找到特定的地点即可。然后还有单独的推箱子解谜,只需要注意得能进得去出的来。解谜相比前作严重弱化了。 [h2] 绝不逃离 [/h2] 前作的世界主要渲染了恐怖氛围,把故事舞台放在了两张大地图上。本作的故事场景则是局限在了一座豪宅内,房间和入口清晰明了,不需要长途奔波和弯弯绕绕。特别值得一提的细节是桌面上的台灯是可以互动开关,场景的烛台可以点亮,很让人眼前一亮。本作在声画表现朴实无华,音乐契合故事氛围,唯一的一张立绘在结尾部分也显得有些突兀。 本作的剧情依然是因阶级矛盾而起,贵族阶级天生邪恶、利欲熏心、玩乐人间等带有恶意的形容词都能装上。而平民阶级被压迫到极限便会挣扎反抗,而故事正是发生在一个反抗初期的阶段。主角身处一个大的虚假而刻意的游戏之中。选择献祭敌人就会彻底杀死敌人,选择不献祭敌人坚持初心分别会迎来不同的结局。游戏并没有明说哪个是好结局哪个是坏结局,所以我这里也不下定论。按照自己的理解来即可。但由于篇幅有限并且真假交织,所以人物刻画依旧不够丰满,无论是哪种结局主角的变化都略显生硬,最后也仅仅就像是玩家操控木偶做出决定,情感表现还是不够丰富。剧情进展靠碎片化的回忆,还是因为篇幅原因结局都是戛然而止,让人意犹未尽,只能任凭想象了。配合不高的战斗难度剧情更有说服力了。总之很多问题皆因是短篇作,整体来说完整讲了个小小故事没有明显缺陷。 [h3] 收尾 [/h3] 本作和前作可以说是完全不同了。作为连续游玩的玩家来说保持了不少新鲜感。但因为都仅仅是小甜点作品,我们认为不带来不适的体验就已经可以满足了,自然不会去苛责。正如那句至理名言:平平淡淡就是真。[b] 【7.1】 [/b]——本评测由(雨意)提供了一点帮助
Fallen Flowers developed by Dawnwing House and published by RMking is a quiet, story-driven RPG that leans heavily into atmosphere and psychological intrigue, delivering an experience that feels more like a slow unraveling mystery than a traditional adventure. It begins with a familiar but effective setup: a young woman awakens in an unfamiliar mansion with no memory of her past, accompanied only by someone who claims to be her sister. From that point onward, the game focuses less on external conflict and more on internal uncertainty, gradually revealing fragments of truth in a way that keeps players questioning what is real and what is not. The narrative is the strongest element of the experience, built around themes of identity, memory, and hidden intentions. Rather than presenting a clear and linear story, the game unfolds in pieces, relying on environmental details, small interactions, and subtle hints to build its world. This fragmented approach creates a sense of unease, as players are never given the full picture at once. The mansion itself plays a significant role in this storytelling, acting almost like a character, guiding the player through its rooms while slowly exposing its secrets. The pacing is deliberate, often quiet, allowing tension to build gradually rather than relying on sudden dramatic shifts. Gameplay is relatively simple, combining exploration with light RPG mechanics. Players navigate the mansion, interact with objects, and occasionally encounter enemies that trigger turn-based combat. These battles are functional but straightforward, relying on basic commands and incremental upgrades rather than deep strategic systems. Equipment can be improved using materials gathered along the way, adding a small layer of progression, but combat remains secondary to the overall experience. It provides structure and occasional challenge, yet it never becomes the main focus of the game. The atmosphere is where Fallen Flowers truly distinguishes itself. There is a constant undercurrent of tension created through its subdued environments and minimal guidance. The contrast between the ordinary setting of a mansion and the unsettling events that unfold within it gives the game a lingering sense of discomfort. Moments of calm exploration are often interrupted by unexpected encounters or revelations, keeping players slightly off balance. This balance between familiarity and unease is handled effectively, making the experience engaging even when little is happening on the surface. Visually, the game adopts a pixel-art style typical of smaller RPG projects. While the presentation is not technically advanced, it uses lighting and composition to good effect, creating spaces that feel both intimate and isolating. The simplicity of the visuals works in favor of the atmosphere, allowing players to focus on the mood and narrative rather than visual complexity. Character designs are basic but serve their purpose, and the overall aesthetic remains consistent throughout the experience. The structure of the game is mostly linear, guiding players through a set sequence of events with limited opportunities for deviation. However, the inclusion of multiple endings adds a layer of replayability, encouraging players to explore different choices and outcomes. These variations give some weight to player decisions, even if the overall path remains largely fixed. It’s a modest addition, but it helps extend the experience beyond a single playthrough. Despite its strengths, the game does have its limitations. The gameplay loop can become repetitive, as exploration and combat do not evolve significantly over time. Players looking for deeper mechanics or more dynamic systems may find the experience lacking in variety. Additionally, the narrative’s reliance on ambiguity can be a double-edged sword. While it enhances the sense of mystery, it can also leave certain elements feeling unresolved or underdeveloped, reducing the overall impact for some players. Even so, Fallen Flowers succeeds in delivering a focused and atmospheric experience that prioritizes mood and storytelling over complexity. It is not a game that aims to challenge players through mechanics, but rather to draw them into a quiet, unsettling world where the true objective is understanding what lies beneath the surface. For those who appreciate slower, narrative-driven games with a psychological edge, it offers a memorable journey within its modest scope. Rating: 7/10
很好玩的游戏,分量很足,还卖这么便宜!
意外,从结局里读出了讽刺的味道
每个章节都有引导,可以说都不会卡关,解密也非常简单,不过中间的追逐战还是挺惊心动魄的,虽然说是解密但也有RPG式的战斗,总的来说还是能玩
感觉还行吧!
很精致的小游戏~ 解密不难。 但是前半段的内容里面几乎都是剧情呢……
有中文 没成就
bug满天飞,在床上休息后,满血满蓝出去,遇怪会随机变成残血空蓝状态
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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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