
Flowers and Deities is a roguelite auto battler where you command a blood-soaked lizardman army through escalating arena battles, spending every drop of spilled blood to cast spells, summon creatures, and survive long enough to earn the favor of the Gods.
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About
Flowers and Deities is a roguelite auto battler set in a rainforest world ruled by bloodthirsty gods. Build your army, arrange your formation, and fight your way through deadly arenas. Sacrifice your soldiers, spill blood, and use it to cast spells and summon creatures.
Choose from 4 origins and faiths that define your playstyle from the first fight. Battle across multiple grand arenas against 15+ races and 125+ unique unit types. Face noble legions, barbarian tribes, underworld horrors, and alien visitors. Defeat them, and conscript them into your own ranks.
The build space is expansive: 12 tactical archetypes, 300+ magical items, 100+ divine blessings, and 50+ status effects. A flexible equipment and slot system lets you experiment freely, counter enemy weaknesses mid-run, and find combinations the gods never intended.
Blood is your most precious resource. Every unit lost - no matter yours or theirs - fills the pool. Spend it to turn the tide. Combat arena getting dry? Sacrifice your kin and claw out that victory with the power Gods bestow upon you.
4 origins and faiths - distinct starting builds that shape your entire run
125+ unique units across 15+ races - recruit enemies you defeat and grow your legion
Vast build space - 12 archetypes, 300+ items, 100+ blessings, 50+ status effects
Blood is resource - every death fuels your next move
6 grand arenas - escalating enemies including barbarian tribes, underworld horrors, alien visitors, and legendary beasts
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese**languages with full audio support
Engagement
Reviews
Themes across 310 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 美术风格很有辨识度,雨林+阿兹特克那味儿很对,战场上一堆单位混战看着乱但爽。核心循环就是攒鲜血→放法术→献祭随从→逆转战局,构筑空间确实大,12个流派300多件装备够折腾很久。 但得说实话——一局太长了,稳定两小时起步,后期单位一多画面直接糊成色块,找自己人全靠猜。难度曲线也有点陡,进阶之后对面全员精锐满装,数值跳得有点不讲道理,局外又没成长,有时候真就是看脸。 新手建议直接贵族+剥皮圣主,最无脑能通关。想冲高难度的做好被虐的准备。 最后,老板娘什么时候出个好感度系统?我爬塔就是为了看她。
我爬塔是为了取悦你个神明吗,我爬塔是为了跟商店老板娘打好关系,走到最后迎娶她,快让我跟老板娘聊天!!!
Mixed review. The game suffers from too much clutter in terms of meaningful decisions. The shops are too big, each upgrade is hard to visualize and/or hard to recognize. Runs are "too long" and at the end of the game you're juggling an inventory of over 100 items and trying to figure out where to put the new armour and even assess if it's "better" than the one you currently have on in is a huge PITA. Tighten it up. Make items rarer but more impactful. Make it more obvious what's an upgrade rather than everything feeling like a sidegrade. At the end of my run I just had decision fatigue and just put on items that had the highest rating rather than thinking, and said "if I lost b/c I put the wrong armour on the wrong unit, IDGAF - this run is too long already" The game is cheap and I had fun doing 2 runs. But I think this really needs a tightening up pass. I will revise if the game gets better, but I think it's too bloated.
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Hours played at review time, across 310 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
难度曲线非常不合理 本身没有局外成长,还无法定向获取单位、装备、祝福。结果就是你能凑出什么阵容玩什么套路全部看运气 打到后期我还在绿紫单位+绿紫混搭配几件红橙装备时,敌人几乎全员橙单位+全身橙装,而且部队构筑还比你更合理。人均带回血不说,还有各种超高护甲/超高抗性/超高闪避。 有一把我50+攻60%穿甲的弓手,射对面前排一箭个位数伤害,而这样的大哥不仅有自回,还有技能吸血。我只能给制作组打个“?”了
这游戏难度真的合理吗? 又没有局外成长,每把都是暴食之王这个Boss,一加血就是群体1000多血的盾,打都打不动。
[h2] [i]Flowers and Deities[/i] - First Impressions [/h2] ✅ Simple, but fun tug-of-war battles ✅ Lovely art direction ✅ Unique and cool setting (Aztec-inspired lizard armies? Sign me up!) ⛔ Poor UI/UX — everything from the icons to the actual units in battle feels way too small, so much so that my eyes started to feel fatigued after just 30 minutes of playing. There's also just a lot of sub-menus, which really drags down the experience, especially since you need to interact with them constantly as you improve and manage your army. The game could [i]really[/i] use a complete overhaul of its UI/UX, as it single-handedly killed my enjoyment of the game. ⛔ Lack of tooltips & information — I really dislike when games, especially ones like this that require strategy and long-term planning, don't provide enough information on keywords, stats, and other mechanics. In just my 1 hour of playing, I found myself [i]constantly[/i] asking what certain rewards would do (i.e. if I get a copy of a unit I already have, will it upgrade my current one?, which is common in auto battlers), how much certain stats matter, and what certain unit evolutions actually do. For example, one of my ranged units seemingly became melee after an event upgrade, which completely bricked its item build, and the game didn't mention anywhere what the upgrade would do. ⛔ Item/event bloat — The game flooded me with items and events, most of which felt completely meaningless. I would personally greatly reduce the frequency of item rewards, shop sizes, and events and instead focus on making items more interesting and unique. I never really felt excited to get a new item, and the same goes for most of the blessings. ⛔ Dull early game — The early game felt way too easy, even though I was playing on the hardest difficulty available to me right out of the gate. I hoarded all my currency and still easily cleared every fight through the first two arenas, even though I consistently chose the hardest fight available. I would have liked to see some mechanic that made winning fights decisively more meaningful or gave me a reason to actually invest in upgrading my troops rather than simply hoarding my resources for later shop tiers. [h2]Grade: C-[/h2] I would love to revisit this game in the future if the devs make big changes to the current UI/UX, and based on their frequent updates in just the past few days, I'm hoping they will. This game has potential to become a fun and engaging experience but unfortunately, in its current state, I cannot recommend [i]Flowers and Deities[/i] due to the extremely poor UI/UX which is impossible to ignore due to the gameplay loop.
这最高难度的路边精英怪,430hp,71%减伤,50%闪避,5点秒回,我10个50攻,50%暴击的弓箭手射上去血条都不带动的,然后前排就被慢慢锤死,欢乐打出GG
奇幻风肉鸽构筑类策略游戏,灵感取材阿兹特克的“鲜花战争”献祭文化。 本作背景设定在由蜥蜴人部族统治的雨林世界,在这个世界里,神明以竞技场死斗作为娱乐,而玩家扮演的是底层蜥蜴人斗士,将率领军团在翡翠城竞技场厮杀,一路用鲜血与胜利换取神的眷顾,目标是冒着战败会被沦为诸神祭品的风险,实现从奴隶到贵族的跨阶级攀爬挑战。 游戏玩法类似《全面战争模拟器》,核心还是基于自走棋自动战斗模式的自由排兵布阵:每关开局同样有固定的资源(该作中成为眷顾),玩家需要根据对手的排兵布阵,在己方战场布置自己的出战单位。不过因为拥有更多肉鸽养成和手操辅助环节,所以玩起来要更加耐玩、有趣以及富有策略性。 肉鸽养成 养成指的是内置丰富的兵种单位跟装备,玩家可以使用战斗胜利后获得的各种资源在商店自由购买招募兵种单位,为其升级选择不同的强化方式,配置带有各种词缀加成的装备,不满意的话甚至还能自己锻造装备(随机生成的形式)。 手操辅助 虽然不像《全面战争模拟器》那样能够以第一人称视角操控某一个指定单位,但是可以利用战场上单位厮杀过程中产生的血液召唤新兵种或者使用技能(需要消耗眷顾点数)。这些新兵种区别于普通兵种,只能通过血液召唤,根据不同的品质有着不同的能力(大部分都附带额外的技能或者强化效果);技能也是丰富多样,有献祭单位获得眷顾的,有群体范围增益强化的,还有吸收血液来为周围单位进行治疗的等。组合类型丰富多样,搭配各种带有被动效果的神明祝福(相当于同类卡牌游戏中的遗物),可以有不少构筑套路。 [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]
有优点,氛围做的不错,美术和文案也很贴合世界观。玩起来花样也算中间水平,有一些战略应对,需要一定程度上对敌人的阵容做出一些简单的变阵。专门设计的献祭/鲜血为体系的法术系统也很有趣。 但是,我觉得游戏不推荐的点: 1、装备UI做的太差了,就算有筛选也很不直观,应用“只显示可用装备”后,如果你是满装备角色,它甚至不会显示任何装备(因为你没格子了,没格子当然不能使用任何装备了)。大哥我点开这个按钮的目的肯定是找到“该角色能使用的装备”而不是“该角色现在能使用的装备”,格子有没填满我不知道吗,最后我只能退而求其次点“未装备的装备”来快速换新装备上去。 2、还是装备问题,你做了筛选是没错,但你卖装备时不能筛选又弥补了一点没错,一旦你没有在抽装备时直接卖掉低级装备积少成多,那你就享受吧,在几十个UI做的一坨浆糊你根本分不清稀有度和是否已应用的装备里点半天,这真的太享受了。 3、有一些布局思考但不多,排兵布阵只有一个方向维度,不能玩出中间抗线两边突进的玩法,前面说的简单变阵更多是兵种选择上而非布阵角度的变阵。这个也许是我还玩的不精。 我觉得游戏没问题但不适合我,或者只是我没玩懂所以不推荐的点: 1、数值变化是走的缓慢、精细的滴水穿石的路子,其实有不算少的提升事件和手段(全局buff/装备/兵种buff),但大部分的提升事件都是+3攻+3防+3暴这种蚊子腿,强度变化很不直观,换句话说很难有突然炸胡的感觉。 2、一局太长了,前期已经给了压倒性胜利对面直接跑的设定了,但后期已经几乎成型导致没什么提升空间(况且本来提升的正反馈就不多),打起来又基本是那一套成型阵容,就还挺垃圾时间的。 3、输了会等于没有任何提升。这点非常吊诡,一般情况下大部分的自走棋会有一个卖血的玩法选择,也就是我卖一回合的战力来换取经济或者未来,牺牲一次胜利来达成一些目的,但这游戏输了之后连收入都不会给你,只会刷新每天的事件,而事件又有不少的需要资源的,就很容易导致你输了之后还是什么都干不了,有种时间回溯的错觉。 当然制作组应该是有意识到这一点的,所以他们特意给出了一个输了之后会刷新一个免费雇佣兵的机制,但这游戏雇佣兵实在是太超模了,你输了一把之后用系统的雇佣兵会直接完全逆转未来,出现了上一局你把我当减速带,这一世我带着神明的垂怜直接把你当减速带的吊诡画面。
目前最高难度数值过于离谱,明明全套紫色装备,但是却有着上百攻击力,上百防御,上百闪避,完全无法通关,希望制作组予以重视,否则严重影响游戏体验。
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