
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.
Modeled estimate, not a reported figure. How we estimate →
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 312 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
总体来说是一个不错的小甜品,但是个人希望在这几个方面可以进步一下 1.局外成长。现在的肉鸽游戏感觉局外成长已经非常常见了,加数值加机制加高难度都很合适,我不太理解为什么没有(而且杀人给神贡品,获得恩赐,非常符合游戏的基调啊) 2.在我的游戏体验里,俩个商店的存在感不高,尤其是金币商店,基本上就是前面补点肉盾或者奶妈啥的,主要是最高只能买紫色随从,而流程中后期可以拿金色,金色的基础属性和成长上限比紫色的高太多了。。导致我打了两把,每把都是后面余钱七八百块没地方花。。。装备商店稍微好点,因为可以赌橙装,而且装备格子更多,后期紫装也可以给炮灰,但还是不理解为什么装备升级只能升到紫色。。后面主力都全身红装了,紫装真的不够看的。而且我不知道保守升级和激进升级有什么区别,很多情况下保守升级的装备属性比激进升级还好,给我看晕了。最后就是装备升级能不能从兵种界面选准备,现在的装备升级要在所有装备里找,每次都找半天,最好是能在兵种装备页面直接升级。 3.叶子问题。前期叶子非常稀缺,打后期叶子又烂大街了,主要是大后期,打隐藏竞技场一把给俩叶子,但是那时候叶子加的属性是不是太少了。。。要不改成百分比增减伤之类的?大后期给我的主c加2攻击4士气也太蚊子腿了! 4.作为肉鸽+自走棋,为什么没有叠叠乐的流派!杀敌/获胜永久增加兵种属性那种,让我可以从第一把就开始养一个大哥,一直叠一直爽。主要是目前来看,绿紫兵种的属性成长各方面都比不上后期给的橙色兵种,我开局再怎么费劲培养,后面也只能淘汰掉,基础数值和装备栏都差太多了。。前面通过一些随机事件给的词条也不如后面高级兵自带的词条,我想把一个单位从头养到尾也难堪大用。。。 5.然后是关于红色半神单位。。有一说一我没太懂它存在的意义。。。首先就是,作为大后期才能到手,而且是雇佣兵单位,似乎并没有改变战局的关键能力?或者说,能力特效很炫酷,但是感觉打不过还是打不过,打得过没有它也打得过。。?感觉有些鸡肋?(但是对面的半神感觉都猛得一批。。因为数量很多么。。)其次就是,既然有半神兵种,为什么我不能用,只能通过雇佣兵的方式(没法自己培养),感觉限制很大。这一点能不能跟上面一起解决,比如开局选角色和信仰后,再加一个,可以选一个半神兵种的胚子,可以通过一系列肉鸽事件,一路成长一路升级,作为自己整容核心主C/主C/奶妈/输出来构筑阵容,后期升级成红色兵种,(剧情上也可以跟我打完隐藏竞技场后一起飞升成半神军团来着)感觉会很有成长感。 6.最后是法术,我还没玩法师流派,玩了几个战士流派,感觉法术就很。。鸡肋。。基本上是当奶来用的,伤害感觉不高,而且装备主要给我的单位了,没有什么法伤装备给法术,而且法术最高也就紫色,好像整个游戏流程就一次给金法术的事件?也不一定有我想要的,就感觉很鸡肋(都蜥蜴人了,敢不敢给我一个克大师,一个救赎炸死两千个老鼠崽子,yes!yes!)有一把战士流,拿了几个加鲜血效率的武器,开站就99鲜血满了,然后只能用消耗2/3的回血和加抗性法术。。。手都要抽筋了。。 总体而言还是很不错的,希望能加更多内容
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Hours played at review time, across 312 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]游戏简介[/h2] 《鲜花与众神》是一款由Chill Winter Studio精心制作的奇幻牌组构筑肉鸽游戏。游戏中我们将化身赛博指挥官,在创建角色阶段选择我们的信仰与出身,接着率领我们的军团在决斗场中挥洒鲜血,与不同派系的敌人进行战斗,最终不断强化我们的能力,给予我们的神明一场又一场视觉盛宴。 [h2]游戏内容[/h2] 游戏开篇,制作组便提供了4钟信仰和出身供我们选择,每一种选择的提供,都意味着他们的特性奠定了不同的流派。基于我们的选择,初始会给予我们所对应的4个兵种和赐福。这里我自己用的就是羽蛇神与年轻的战士组成的流派——玉米流。我个人还是非常喜欢这种人海战术疯狂输出的同时还能kuku回血的组合。 而游戏的玩法方面,大致可以分为俩个板块去讲述。其中第一个就是战前的准备阶段,在这个阶段我们可以调整兵种与赐福编队、在商店购买物品、锻造升级装备等等。我们实力的提升基本上都在这个阶段完成。同时,我们也可以看到制作组提供了非常丰富的军团、魔法装备、赐福还有状态效果。每一次商店刷新还有特殊事件的触发,都能让我体验到游戏内容的丰富。 至于第二个方面就是与敌人的战斗阶段。制作采用三局俩胜的规则,结合独特的鲜血资源机制,我们可以根据点数派出所需的兵种,然后结合技能的发动,去干扰并击败敌人。在开战前,我们可以通过右键点击敌人,查看他们都特性,然后按需要部署我们的兵种,去谋取获胜的最大优势。制作组在这里还设置了小巧思,当我们在第一回合胜利且没有触发天罚,敌方会选择投降逃走。这时,我们便能直接获得胜利。 [h2]游戏总结[/h2] 《鲜花与众神》是一款非常紧张刺激的奇幻牌组构筑的肉鸽游戏,游戏中不仅有非常丰富的卡牌种类,还能围绕不同的信仰与出身可以构筑成不同的流派,而且相比其他游戏,本作上手非常容易,我们可以在逐渐熟悉的过程中体验乐趣,不断解锁更高难度。 [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]
整体来说不错,但存在一定瑕疵。 1、派系丰富,包括但限于元素、士气、增益、奴仆、贵族、反伤、战胜等,内容量不小。 2、派系上下限差距极大,无关痛痒的是元素下的雷电之类的没有大标签,你玩的话可能会略过去,主要有问题的是部分派系确实路边一条,如火焰不加伤害也不加跳伤频率,就加普遍(即只造成更大范围上命中减益),别的派系可能能提供下线收益0.2,火焰可能上限也就0.22。 3、作者更新频繁且有效,例如近期降低难度的商店初始等级增加和降低周期的关卡缩减。 4、关卡难度存在一定余裕,难度在一般情况下的没有一些差评说的那么高。 5、一般情况下不存在难度高,那么问题来了,随机人机天胡了怎么办呢,重开。贵族竞技场126闪避的破阵半神铜墙铁壁流派怎么打你告诉我,还有就是远程最高难度没刷到好的,反伤遇到9魔力神殿盾,出伤数十,一看伤害不过十,硬生生靠拖赢的,我靠。 建议增加第三幕和第四幕的部分属性上限,这个时候没成型呢,你来个针对,剩下的钱根本不够反针对性调换的。 6、半神试炼和魔法流强度不对,这是针对人机的,女巫元素配合士气完满了,没打过半神试炼你猜为什么,人太多了,两轮箭就杀了射程内所有的,然后被法术清空了,我NM。就不能加一下属性buff,然后缩减一下队伍长度?你最后面的都出我射程快一半了,两边激情互秒魔法明显优势太大了,对抗魔法的只有圆满的电表倒转反伤召唤,蜕皮遇上频繁出伤的话也照样跪。
一定程度上找回了小时候玩小游戏的快乐,虽然现在的游戏玩法复杂度上和当年玩的已经完全不一样了。 突发事件出泥人感染寄生虫的时候我其实是在笑的,结果群里问了下,说是阿兹特克神话是这样的,人家泥人才是老资历,玉米人也是老资历,肉人晚来的闹麻了。 有点遗憾的是,玩到现在有些幽冥火坦之类的东西一直没得玩,可能要特定阵营才行吧。 (还有点遗憾的是老板娘怎么没有立绘切换?不过我相信会有人活用AI进行创作的。) 及,又附:有人需要辅助轮么,需要的人多我做了去B站发一下。
我个人还是觉得是个十分优秀的作品 但还是有些问题 比如近战单位的ai太蠢了,后面的近战单位会一直挤前面的,单位一多就会堆在一起,很难挤开前面的单位或是从旁边绕,制作组可以参考下星际争霸2的,单位可以挤开前面的友方,还会从旁边绕过去包围 还有,有没有4个主角和单位的立绘,我先声明我只是觉得好看,我不是福瑞控
Consider this a Neutral Rating. I dislike how combat looks, but aside from that game seems cool, later on it probably gets better but i didn't want to risk not liking it enough. Might come back to it later on
斗蛐蛐好爽
针不戳,你游的魔法威力赏心悦目。
Good
Good. The most obvious solutions (ex: shieldmen + archers) are tough to make work off the cuff. There's a few points that will straight up filter any strategy that doesn't understand the core mechanics (ex: armor, stun, encirclement). Some metagaming knowledge is required (ex: you need to fish for a few things in the shop like the magic resist buff) or you don't succeed. What's left is a game more interesting and open ended than you'd expect from something that looks like "two blocks of units walk at each other". You might get rolled at first but the game is better balanced than you might expect. It is, however, not balanced. One of the two starting gods (Flayed Lord) is a noob trap. You pick him to make it work, not because he's good. If you want a magic centric strategy, fire is not the answer due to the way magic armor works. Buffs and healing strategies start horrible and scale ridiculously. Things like reach scaling work but not in the way you'd probably expect, etc. The dev seems very active. There's been a balance patch every 1/2 days since release.
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