
Master a totally unique puzzle-battle system in this 16-bit, JRPG-inspired adventure featuring an epic story, charming characters, stunning pixel art, and epic music. Follow a grand story set in the mysterious Ocean's End islands full of lost memories, ancient ruins, pirates, treasures, and frogs.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Giving a negative review for now, hoping the devs will see this. I was super excited for this game to play on my steam deck (marked as steam deck verified). However, I simply can't make it past the first 15 minutes. It keeps freezing right after the initial tutorial, when you fall down the hole. It will let me skip cutscenes, but freezes again after that. Once I can actually play the game I purchased on the system that was supposed to work, I'll gladly update with a gameplay-centered review. Right now, if you're planning on playing with your steam deck hold off until they fix things.
以俄罗斯方块为战斗方式的JRPG,玩不玩得下去取决于你是否对它爱得深沉 不然你可能会被无聊死——因为这十来个小时的流程,你唯一能接触到的只有俄罗斯方块,无论是核心要素的战斗还是挖矿都离不开这一初看挺新鲜,后期无聊程度指数级上升的系统,也正因为俄罗斯方块垄断了这个游戏的玩法(钓鱼的话倒是能玩……QTE,好不到哪去),本作其他的要素几乎都在为它服务:NPC好感度提供了数值上的加成;“蛙灵”给予了不同的战斗方式与方块搭配(你也可以选自由职业以自由搭配战斗提供的方块);武器、挂饰和手套可以视作前两者的融合;三种元素(火、冰、电)则是战斗中向敌人打出的debuff。另外,敌人也有针对这一系统的技能,但他们的方式千篇一律,无非是破坏、增加、移动方块或者遮挡视线等,没啥新意 难度方面,只要你擅长玩俄罗斯方块打连击中断敌人攻击,那它就带不来明显的不同,硬要说可能就倒数第二个BOSS的反伤伤害容易给自己噎死翻车,不过这游戏每次战斗都会刷新血量,不存在连番战斗以后会因为血量问题卡关的情况。但,卡关问题是存在的,因为本作有个极其胡闹的失败结算:是(重新开始战斗)、调整为静止模式重新开始战斗(设置可以调整方块是否自动下落,反馈到战斗过程为敌人是按方块数量或者读条出招)、降低难度重新开始战斗、逃跑(仅限游荡小怪),以及出不出现完全看心情的“Reload from previous save(读档)”。然而,本作BOSS战失败大部分情况不会出现读档选项给你机会调整装备,如果要,必须得Alt+F4大退游戏然后重新开始打这张图,所幸本作没有什么难度限定成就,不然这一漏洞会无限放大它的害处 那作为一款JRPG游戏,它的互动元素做得如何呢? 糟糕。我是不能想象一座小镇在女主没有出现以前居然是有农夫没农田、有工匠没工坊、有厨师没厨房的,有科学家(疑似)没实验室的,城镇建造被简单粗暴地划为支线让玩家去反复收集指定材料以及一个独特的、要去特定地图打小BOSS掉落的物品,这一过程枯燥乏味、缺乏一定的成就感,除了矿洞(俄罗斯方块版挖矿)、农田(获得农作物)和厨房(NPC好感度)以外其他建筑在你完成这一支线后便被扫进了角落,没有为玩家提供任何实质性的作用。那还是将城镇建造抛之脑后,去看看游戏的地图设计如何吧 Hmmmm,果真是“致敬超任黄金时代的JRPG”,所以这游戏没有小地图。但这并不代表游戏的地图设计没有显著的问题,不明所以的空气墙、地形边缘混乱的碰撞判定、岔路繁多的地图、胡堆乱放的宝箱、缺乏设计感的解谜比比皆是,这也让游戏几十张(没细数具体多少)本该是“量大管饱”的地图成为了“公式化扫荡”的累赘,令人昏昏欲睡 剧情方面更是不尽人意:首先,本作承接制作组的前作《纷乱深渊》,没玩过?没关系,开局女主就失忆了,相当于洗号重开,这使得没接触过前作也能无障碍游玩本作,这点是值得肯定的;可是,本作叙事节奏存在着极大的问题,拢共16个章节基本1/3都在重建小镇,解决完海盗线不久后就是拜占特共和国线,在我看来根本没必要浪费如此多的笔墨在建设新溪河镇上面,多把精力放在修改润色既不推动剧情,也不塑造角色的冗余对白上面都好啊;女主与星石的关联模糊不清,且她在恢复记忆后除了立绘和伙伴的改变,我根本感受不到重得记忆究竟给女主带来了什么;角色动机更是奇异搞笑,我认为“海盗潜入谷仓偷食物,女主慷慨施援手”这个桥段完全是一种伪善的行为——在你已经跟其中两名海盗因食物大打出手以后,就因为落单的二女主说“啊我们偷食物是因为要管船上人的温饱”,就把供应全镇人25%的粮食放给了一群海盗,还导致海盗决定掠夺这里并逼迫镇里人定下不平等条约,这就是一种很降智的行为,不能简单地用“不成熟”来形容了;还有一个涉及一段复仇的结束和当事人立场的火速调转,因为涉及剧透就不写出来了 最后提一嘴就是游戏莫名其妙的错误,本地化文案不像是纯粹的机翻(比如兄dei、红温这种词),但是质量拉胯极差,同一个名词可以前后不一致的,比如本作的“拜占特”有的时候就是“拜赞特”,还有能够做到把“朋友们”打成“朋友梦”,“抱头鼠窜”打成“抱头鼠串”就别污蔑尬黑机翻了,纯机翻还真没那么蠢,除了这些以外“□□”、英文修饰词条层出不穷,明晃晃的扔到你脸上;游戏商店里的装饰品大部分是空气,有碰撞没贴图的也是神了;进入战斗、过场动画黑屏卡死也是时有发生的事 https://steamcommunity.com/sharedfiles/filedetails/?id=3735480824 https://steamcommunity.com/sharedfiles/filedetails/?id=3735480927 https://steamcommunity.com/sharedfiles/filedetails/?id=3733719797 如果光凭还算优秀的像素风格而游玩本作会很失望,还请拉低期望值
Sadly, it still has too many problems to be called done. If it were done, this would be a [i]yes[/i] instead of a [i]no[/i]. In the past hour I have experienced: (1) a fade to black before a quest fight never unfading from black to continue, (2) a main story cutscene loading the sprite of a slime along the bottom edge of the screen instead of the characters the dialogue references, (3) winning a long boss fight with piece drops that were too quick (or something) at the end that didn't end the fight, (4) wrong/rotating dialogue when talking to the frog spirits in New Riverstone, (5) if you get more than a few different drops in a regular fight, the text lines just keep going down (and the one overlapped by the EXP readout is unreadable), and (6) walking straight through an enemy without triggering a fight (needing to double back over it to trigger it).
It's a good game overall, and I quite enjoy the tetris battle. The gameplay is a bit repetitive, but the story and music are decent enough to keep me going. However, I have lost count of how many times the game has crashed. The worst one was when the game crashed twice in a row during major story battles (which has a few consecutive battles without saving), and I had to play through the same battles over and over again. Would have recommended the game if not because of the crash issues.
If this game was more popular I probably wouldn't give it a positive review. The core gameplay is fun but a victim of feature-creep (why are there so many random side-objectives mid-battle to think about focusing on when most of them don't even matter???) and the writing is just unbelievably boring and dull, it's a really frustrating game because at times you can really feel the passion and at other times it's like guys why did you even keep this in the game if you didn't care about it? (I'm looking at you, the random pointless decorator mode.) Still, it's a neat concept and the game is interesting enough to be worth a few dollars and a few hours of your time.
So far I have not managed to get through the first 10 minutes without a freeze on the steamdeck. This game just seems glitchy as hell right now.
It's kinda busted on linux. KINDA. Cutscenes often get stuck, BUT there's a skip button that still works. Multiple crashes to desktop; the most common issues are the steam overlay and switching tabs while it has focus/fullscreen. Swapping to windows/proton version fixed my issues. That being said, IT'S TETRIS THE RPG AND I LOVE IT!
I just got to basically the end of the game, most likely the last dungeon before the final boss. After fighting some big pink creature, the screen went black. I had to close the game and reload. Now, my character is trapped outside of the map. I can walk around but I cannot get back into the playable map path. So my save is basically bricked and I'd have to completely start over if I want to keep playing. I think this is the worst kind of bug any game can have. One where all your investment is completely for nothing right at the end of the game. I reached out to the developer and he was able to fix the issue so I could continue playing from my save! I've never seen this kind of thing before. I was then able to finish the game. That's some awesome customer service!!!
TL;DR Combat is interesting, but story is really sluggish if you are looking to play tetris I suggest looking elsewhere I wanted to like this game I really did. I love the art style and the music. The combat which is tetris seems interesting. Unfortunately is all kinda falls flat. Fights felt too long and I know I can run but without the tetris the game for at least the first 2 hours is a glorified fetch quest. We need item from there, go there kill enemy come back, give item, and then a new quest of go there, kill X, come back. Rinse and repeat for 2 hours and it broke me. I was so bored the story wasnt doing anything at all. I suppose all the fetch quests are meant to introduce you to the people of the town but I wasn't feeling any connection with them. I was so done being in the same place with what felt like no progress in the game. Maybe it picks up afterwards but I'm not convinced. But after spending two hours in the same town with next to nothing happening I was done. This game needs to figure out where to trim the fat.
Game crashes way too much. It's annoying trying to figure out where missing ruin puzzles are. If you skip dialogue from side-quests then it is sometimes difficult to figure out where to go to obtain what is needed to complete the quest. Didn't even bother with the story since the game crashed so much that I rather just spam the skip button. If you try to skip after the final fight the game softlocks on a black screen instead of going to the credits.
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Trends
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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