
A massive gameworld to explore with nearly a dozen dungeons to delve into.
Modeled estimate, not a reported figure. How we estimate →
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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這個英文版基本上大概被放生了吧 又有CG修正問題(幼女因素) 想玩的話還是建議日文版本 https://store.steampowered.com/app/1381770/_/
司马作者和它的司马工作室开发的司马游戏,充满恶意的小怪ai和异常状态。 这僵硬的反人类手感和人物机能操控方式就算是年代久远也远远不至于设计成这司马样,花费和其他游戏相比努力几倍来适应和练习操作结果最后也只是能和小怪换血来取得胜利,奶妈和回复道具才是游戏的主角。 毋庸置疑的是,不论是好是坏,这是一部有着独有特点的作品。尽管个人而言这个特点的实现上我认为是失败的,但体验一遍也绝非毫无意义。 总之就是当时红温之下打的差评现在看有些过头了,为什么还是差评因为这玩意确实不太行
Какое же уебанское управление. Вот тебе боевка, которая требует медленного вдумчивого подхода Вот тебе система комбинаций, без которых ты не будешь наносить урона по врагам, которая требует от тебя быстрых и точных движений Вот тебе система инерции движения, будто весь мир сделан изо льда, по которому ты скользишь, чтобы ты точно не мог двигаться точно По итогу игра требует медленного вдумчивого подхода, дает тебе систему, которая заставляет тебя делать все быстро и убирает нормальное точное управление из-за скольжения. И в каждой комнате по 3-4 противника, каждый из которых танчит по 10-20 ударов. Два противника из этих 4х - это летающие противники, по которым невозможно попасть. И так комнат 5-10 подряд. Без сохранений.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fortune Summoners: Secret of the Elemental Stone is a vibrant and challenging side-scrolling action RPG developed by Lizsoft and published in English by Carpe Fulgur LLC. Beneath its bright, anime-inspired visuals lies a surprisingly complex game that mixes elements of Metroidvania-style exploration, fighting game-style combat, and traditional JRPG storytelling. At first glance, its art direction, youthful tone, and cheerful character designs suggest a lighthearted adventure suitable for all ages, but beneath that surface is a title that demands skill, patience, and persistence. It is a game that invites players with its charm but keeps them engaged through deep mechanics and a sense of genuine accomplishment born from mastering its systems. The story begins with a young swordswoman named Arche Plumfield, who moves with her family to the quiet town of Tonkiness to attend a prestigious magic academy. Arche dreams of becoming a great magician like those she admires, only to learn that magic in this world requires possession of an elemental stone — a rare and costly item far beyond her family’s means. Determined to find one herself, Arche sets out on an adventure that gradually expands beyond her initial goal, pulling her and her friends into a larger mystery involving ancient powers and forgotten ruins. As the story unfolds, Arche is joined by two other heroines: Sana, a gentle water mage, and Stella, a fiery and headstrong magic user. Together, the trio forms a well-rounded party that grows not only in strength but in camaraderie, with a light but engaging narrative full of personality and humor. Carpe Fulgur’s English localization deserves particular praise for preserving the spirit of the original Japanese script — full of witty exchanges, warm friendships, and a sense of childlike wonder. While its storytelling provides the heart, Fortune Summoners truly distinguishes itself through its gameplay. At its core, it is an action RPG with side-scrolling exploration and real-time combat, but what sets it apart is the intricacy of its fighting system. Arche, as the party’s melee fighter, uses a control scheme that feels more like a 2D fighting game than a typical RPG. Her attacks are executed through directional inputs and combo chains, allowing for fluid transitions between slashes, parries, and jumping strikes. Timing and spacing are everything — reckless aggression leads to punishment, while well-timed counters and blocks can turn the tide of battle. The combat feels deliberate and skill-based, demanding precision in a way few games of its type do. In contrast, Sana and Stella play quite differently, relying on ranged spells, area-of-effect attacks, and elemental magic to control the battlefield. Switching between characters changes the rhythm of combat completely, and although the AI companions can assist, they sometimes require manual correction, reinforcing the sense that the player’s mastery is central to success. The world of Fortune Summoners is sprawling and interconnected, with a structure that encourages exploration and backtracking as new abilities are unlocked. Each area — from tranquil towns and lush forests to dark caves and mystical ruins — hides treasures, secret paths, and side quests that reward curiosity. The dungeons are particularly well-designed, often combining platforming challenges with puzzle-solving and combat. The game’s pacing balances periods of lighthearted dialogue and town interactions with stretches of difficult adventuring, giving players moments to rest between bouts of intensity. The combat system’s depth is mirrored in its progression mechanics, with new skills and spells gradually expanding your tactical options. The player’s growth feels tangible — as you learn enemy patterns and refine your timing, previously insurmountable encounters become manageable through sheer understanding and skill. Despite its colorful presentation, Fortune Summoners is not a forgiving game. Its difficulty curve can be steep, particularly in the early hours when Arche’s moves are limited and resources are scarce. Enemies hit hard, have long attack ranges, and sometimes regenerate health, forcing players to adopt a careful and defensive playstyle. Many players have compared it to a “Souls-like” in spirit, not because of its tone but because it rewards perseverance and precision. Grinding for experience and gold occasionally becomes necessary to stay ahead of tougher foes, and some dungeons can feel drawn out due to their high enemy density. The controls, while precise in combat, can sometimes feel stiff during platforming sequences, making traversal less smooth than one might hope. Still, these challenges are rarely insurmountable and instead become part of the game’s identity — a reminder that beneath its charming veneer lies a rigorous, skill-based experience that values patience and practice. Visually, Fortune Summoners stands out for its detailed pixel art and expressive character animations. Each town, dungeon, and field has been lovingly crafted, filled with small details that make the world feel alive. The sprite work for the characters is excellent, capturing emotion and motion with subtle flourishes. It evokes the nostalgic charm of the 16-bit era while incorporating modern lighting and effects that give it a fresh look. The soundtrack complements the visuals beautifully, featuring a blend of upbeat melodies, mystical themes, and somber dungeon music that enhance the sense of adventure and discovery. While the tunes can sometimes repeat during longer stretches of play, their cheerful energy fits the tone of the story and reflects the innocence of its young heroes. The English version also benefits from Carpe Fulgur’s polished localization, which maintains the humor and warmth of the dialogue without losing its distinctly Japanese sensibilities. On a technical level, the game runs smoothly, though the Steam version remains somewhat dated. Some later patches released in Japan never made it to the English build, leaving small balance and compatibility issues unaddressed. Still, for most players, these are minor inconveniences rather than deal-breaking flaws. The game performs well on modern systems, and its low requirements make it accessible to nearly any PC configuration. What truly endures, however, is not its technical performance but its craftsmanship and attention to detail — it is a game clearly made with love, not for mass appeal but for those who appreciate deep combat, traditional design, and genuine character writing. Fortune Summoners: Secret of the Elemental Stone is a rare kind of game — a labor of passion that doesn’t compromise its vision. It may frustrate at times with its difficulty spikes and occasional mechanical awkwardness, but its charm, depth, and emotional sincerity more than make up for it. It offers a sense of adventure and discovery reminiscent of older Japanese action RPGs, where every victory feels earned and every friendship feels meaningful. Beneath its cute exterior lies a surprisingly mature game about growth, courage, and the bonds that make hardship bearable. It is not an easy recommendation for everyone, but for players who long for an earnest, mechanically rich, and heartfelt experience, Fortune Summoners stands as one of the hidden gems of the genre — an overlooked masterpiece of passion and perseverance wrapped in the guise of a simple, joyful adventure. Rating: 8/10
Played dark souls. This game was actually harder. can't shake of the shame of getting beaten by lolis.
没法使用steam的截图键截图。但是可以按F11截图到游戏本地文件夹的user文件夹内 ↑快通关了才知道,气死我了
The free demo implied that this game would be significantly more PG, squeaky-clean, fantasy-violence-but-not-murdering-humanoids, than it was. Things that bothered me which I did not anticipate: *Second dungeon has lots of humanoid enemies whose motivation, upon seeing their boss fight, is actually just "humans are delicious, we talk and make tridents and spellcast but don't feel bad for killing us by the dozen because We Want To Eat You". Dreadful contrast to the first dungeon's bats, slimes, and one skeleton who asks to be freed of his undead slavery through honorable combat. *Late-game dungeons have harpies, which look like topless girls of indeterminate-but-probably-teenage age with bird legs and wing-arms, and when defeated look like naked humans in embarrassed naked-but-covering-the-essentials-with-hand-and-knee pose. There might not be more detail than a Barbie doll, but this is still Not Cool. *Final boss (introduced before the harpies) bouncy-levitates everywhere, and her bosom bounces independently. Everything else is basically fine, at least on Easy mode. It's not, actually, particularly easy - you do have to come up with a decent control scheme, and keep stocked on the single-target healing items because the autoheal button doesn't use group heals, and inventory management isn't on par with modern quality-of-life features - but I'd quite enjoy this game if it kept its content as clean as the demo advertised. As-is, I haven't finished it, and may never do so.
This game seems decent enough, but it's rather difficult to tell, considering it suffers from innumerable technical issues. Getting the game to run full screen with the highest graphical settings and not having it run so slowly that it basically becomes a slideshow all but requires the use of some kind of third-party software like Lossless Scaling, and if you want to be able to use the controller that this game seems to indicate that it's natively compatible with, guess what, you'll almost certainly need yet another third-party application like Xpadder to do that, too! I thought for sure it must be that the game was designed for some obscure console only to be ported to the PC and this was just an example of port that was terribly optimized for the new system, but, no, the game was designed and released for the PC from the very beginning, so I have no idea what the issue is, but this game is a nightmare to get running in a decently playable state.
El sistema de control es horroroso. Los personajes tienen una inercia brutal, por lo que estan "resbalando" contínuamente. No se pueden detener las animaciones, así que si le das varias veces al botón de golpear, tu personaje hará el acto de golpear varias veces, incluso si el enemigo se ha largado del sitio. El combate es un auténtico caos.
專家模式的史萊姆把我虐成了孫子,仿佛史萊姆對我說:你還不夠格阿,還不夠格阿。
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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