
Fragment’s Moonrise is a challenging Simplified RTS where you command a squad every step of the way. Fight powerful enemies who will test your tactical maneuvering skills to their very limits. Research a vast number of new spells and unleash them against the evil that looms across the land.
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Languages: English**languages with full audio support
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Reviews
I hope I can change this in the future but the bottom line is: not yet, not right now. It shows promise and could be a lot of fun ... but you know what is not fun? Trying to play a [i]menu-based[/i] RTS. Building and unit functions should be dynamic, context aware, and available in the HUD - like they have been in almost all base-building RTS games for 30 years or so. [h3]Additional Details[/h3] [table] [tr] [td]Operating System[/td] [td]Ubuntu Linux 18.04 x64[/td] [/tr] [tr] [td]CPU[/td] [td]Ryzen 5 1500x[/td] [/tr] [tr] [td]GPU[/td] [td]GTX 1050, nvidia-440.100[/td] [/tr] [tr] [td]Notes[/td] [td]No settings/options available[/td] [/tr] [tr] [td]Technical Notes[/td] [td]Unity game engine, no technical problems[/td] [/tr] [/table]
震惊,居然 3D 重置了!!详细玩法可以去看作者的流程视频。不过我自己的体验是变得更难了。 (以下为 Classic 版的攻略) 看到作者更新了中文,所以赶紧体验了一下。 目前已经更新了中文翻译的部分包括菜单、新手引导和教学以及单位和技能描述中的一些基本的属性。 语言切换可以在进入游戏后的主菜单的左下角切换,也可以在游戏中的右上角齿轮按钮>> SETTINGS / 设置>>语言下拉菜单里切换。切换以后如果发现部分文字的语言没有变化的话,只需要进一个新地图就可以了。 我个人感觉翻译质量还是🉑的,尤其是在新手教程的部分。 至于翻译的小瑕疵也是存在的,比如说使用那个蓝色的传送点的时候,弹出的提示窗口里的TRAVERSE 翻译成了「遍历」,各位就理解成「是」或者「传送」就好了。还有一个是新手教学里有一步的提示是「将 Disciples 移动至 Magicians」,如果发现 Disciple 和 Magician其实是这些斗篷人的两个进阶的等级,这句话也很好理解,就是「将 Disciples 进阶成 Magicians」。 游戏中这九个斗篷人的阶层从低到高分别是:Disciple → Magician → Apprentice of XXX → Follower of XXX。简单点理解就是 信徒→术士→某种力量的学徒→某人的追随者。(我猜想这个 Follower of XXX 里面的 XXX 大概率应该是这个力量对应的一个大法师或者是神之类的hhh)。 从Disciple 进阶到 Magician 这个功能是 Disciple 们自带的,直接在法术书里 Disciple 的技能里找到就行,如果不跳过新手教程的话,教程里在 HOME BASE 东北方会产生一批敌人,击杀掉以后会提示让你进阶。进阶需求是击杀数5。 从Magician 进阶到 Apprentice 这个功能是 Magician 们自带的,直接在法术书里 Magician 的技能里找到就行,进阶需求是10个WATER(流水),击杀数10。 从 Apprentice 进阶到 Follower 这个功能需要在建筑 Great Library 里做一个前置的研究,研究的条件是发现对应力量的 TOMB(坟墓?),然后花费250 个 NATURE(自然资源),150个 WATER(流水),100个 PAGE(经文页)和5个 SCRIPTURE(圣典)。完成研究以后,打开法术书,在对应 Apprentice 的技能里就可以看到进阶的功能了。进阶需求是10个 PAGE(经文页)。特别的是 Apprentice of Truth 进阶以后不是 Follower,而是直接就叫 Master,[strike] 直接硕士毕业了hhhh,也不知道是 by research 还是 by coursework [/strike]。研究花费比其它力量多出5个 SCRIPTURE(圣典),总共要10个,进阶花费需要25个 PAGE(经文页)。 NATURE 通过割草收集,WATER 通过那些个红色水坑收集, PAGE 和 SCRIPTURE 都可以通过打怪收集,PAGE 也可以通过蓝绿色的石头收集。 进阶的时候需要的击杀数貌似是不保留的,比如说一个击杀20的 Disciple 进阶成了 Magician后,击杀数要从0算起,而不能直接进阶 Apprentice。 然后我现在还没太搞懂这个不同力量的 TOMB 怎么收集,好像是需要去探索更多的地图,然后打那些地图上的半透明的中立生物(CRITTER)?反正我之前莫名其妙就有了两种,然后再继续玩的时候又没有获得新的。等我搞懂了再来更新一波。 游戏里面总共有 Air, Death, Flame, Life, Mysticism, Nature, Sound, Truth, Water 9种力量,每种力量都对应着抗性,不同的 BOSS 抗性也有差异,可以通过灵活搭配队伍里的力量构成来应对。在 Dark Library 里可以切换 Apprentice 的力量属性。但无论如何我都推荐带一个 Apprentice of Life,毕竟奶妈谁不需要呢? 至于我上次说的单位不受控制的那个问题,我发现作者其实给了 TIPS。游戏设置里面有游戏速度的设置,可以调慢一点。虽然不能彻底解决这个问题吧,但是还是有一定作用的。 强烈推荐基本上熟悉游戏了以后看一下法术书里 DISCOVERED 那一页的内容,会有恍然大悟的感觉hhhhh。 最后再感谢一下作者更新了中文翻译,毕竟这种照顾玩家需求的开发者很难不支持。 Thank you for the newly added Chinese translation! ↓↓(2020/8/2) 首先说优点,这个游戏的画风真的太对我胃口了,而且放大之后我发现美术真的很细致,i了i了。 接下来是这个游戏现阶段的一些不足。 我看前面有大佬评价说界面难用,臣附议。 我个人觉得这种界面的难用主要体现在SPELL BOOK和战斗的操控这两个部分的设计上。 首先是SPELL BOOK。游戏中的所有操作,包括建造、生产、收集、战斗等等,基本上全部集成在SPELL BOOK里。在比较流行的、单位带有技能的RTS游戏,比如说红色警戒3或者Warcraft系列中,当你选中某个单位的时候,其技能会自动出现在技能栏里。但是在这款游戏中,单位的技能是需要你自己在SPELL BOOK里找到,然后再拖到快捷菜单里去用的。虽然作者根据技能的主体做了简单的分类,但是这样的设计仍然显得非常混乱且麻烦,需要玩家极大的主观能动性去找到自己想要的技能或者操作,非常容易劝退。 然后就是战斗操作的部分。给我造成最大困难的就是HP,9个单位和几个敌人作战的时候,血条真的有点混乱,而且字体太小了,根本不能有效得到战斗情况的反馈。除此之外,就是现有的这个战斗操作毫无RTS感,我完全控制不了我的部队,他们九个人自己就主动去打别人,还整的挺好,我感觉他们不需要我hhhhh。我现在只有两个选项:在手忙脚乱之后放弃挣扎让我的单位自动攻击和让单位直接放养式地自动攻击。在挣扎了几次之后,我决定选择后者orz。 除此以外就是WILDFIRE这个单位造成我的电脑无情卡顿欲哭无泪了。 看到刚刚作者现在还更新了成就和地图,感觉还是挺负责的,反正也是喜加一的游戏,感觉🉑期待一下下。 Translation: Firstly come the advantages. The art style is just my cup of tea. When I zoomed in, I found that all the elements are detailed. I Love it so much. Next come the disadvantages. A previous comment said the gameplay is so demanding and complex. I totally agree. The difficulties on gameplay mainly land on the design of the SPELL BOOK and the battle system. Basically, every command, including construction, resources collection and battle control etc., is placed in the SPELL BOOK. In popular RTS games in which units carry skills, such as the C&C Red Alert 3 or the Warcraft, corresponding skills would automatically pop up in the menu when you chose those units. However, in this game, the player needs to find those skills and drag them into the bar to use it when necessary. Although there are some categories, this design makes the game troublesome and confusing. The player needs to have a super strong subjective initiative to play this game or else they would just hit the quit button. Besides, the battle system is not RTSish to me. During battles, I couldn’t tell the owner of the HP bar and I couldn’t read the specific numbers on those because the fonts are really small. As a result, I was unable to get efficient feedback about the ongoing battle. What’s worse is that I can’t effectively control my troops. The nine cloak men just took good care of themselves and they went to war initiatively and it seemed I was not needed. So my remaining choices were either trying to pull some stunts unsuccessfully before giving it up and letting it go or just letting it go at the beginning. And between I chose later. Also, there was an enemy structure called WILDFIRE and they madly proliferated, which brought the super lag on my computer. I did notice that the responsible developers just updated some achievements and the game map. So I think this game can be a promising free RTS game. PS.我太贴心了我都为自己感动)bushi
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Мужики, спасайте, если наберём 10 лайков и 5 наград, то жена подарит ящик пива
[h1]Before I played Fragment's Moonrise, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Currently game is unplayable because of the interface, but I can see the idea behind it, with RTS and random maps What I would change: 1) units advance automatically when experience is earned. I can see it that there are some rare cases when advancement needs to be avoided, but how often would that situation happen? I don't see a need for a separate action for it. All games I remember promote automatically if possible. Or require some additional situation like being next to a base. 2) currently resource collection is way too micro intensive. If I click to collect some grass, I expect units to keep doing it, collecting other grass around, most rts do this, aoe, sc2, cnc. 3) the whole spell book... it has to go. I understand that the idea is about fully customizable interface. But absolute majority of people do not need it. Even not every pro player would need it, even if you target this audience. What sc2 did instead was that buttons like build main structure, or attack, was in the unit's card, that has some 12 button slots. And those slots are context dependent. So that builder may see a slot being filled with a command to build the main base. While fighter would see the same slot being filled with lets say some special attack move. And then in settings people can assign a letter to a particular hotkey to a particular slot in all units' cards. This may still be not perfect if for example build a base and suicide attack are on the same hotkey and wrong unit is selected, but that's a minor issue. Anyway, this sort of settings definitely has to be deep in settings. Not at the starting screen, and definitely not in tutorial. And if a unit has more than 12 separate options that all have to have a hotkey, then there is probably something wrong with that unit design anyway. I can see an advantage of an army-wide command, like "whoever is free, build a base here. whoever is free, cast this spell there", then unique hotkeys make sense. But I'm not sure you want to go this way, because it requires way more automation from units. I would prefer this way though - it takes away half the clicks that I would consider boring in most cases. This would also require to simplify the interface a lot. So that less hotkeys globally are used. Some 20 or so I guess is the limit. A whole lot of actions dont need separate command. If I click on a resource i expect units to collect it, without me selecting separate action for it. Either to send there closest free or closest any worker, or if I selected a particular worker - send that one. Same for transport loading, repair, power up a structure with a unit... In most cases those actions dont conflict, so some default can be selected in each case. Same goes for structure's commands. I dont expect the structure to attack or collect resources, so a lot of those could be hidden. In most cases I only expect from a structure to build some unit or make a research, there is little point in giving me 'collect resource' option while building is selected, if it cant do that, or cant send closest workers to do that. 4) Nitpicking but still. Currently initial units and base dont look like starting things. Base looks like some high level portal that I would build in the end game. And workers look like some medium level stealth fighter. Better selection of icons, especially for a few initial entities could help players adapt a lot better. Steal from others, take their ideas, if they suit your world. With completely built from scratch fantasy world it is hard to adapt for players. If workers would look like some slaves or ghouls or low level adepts, that could help to see them as low level, starting unit. And it would still fit your world of high magic. 5) animation of death and promotion. I didn't realize whats going on with those two activities because the transition is not indicated well enough, or at all. Some short action showing beginning of this transition could help a lot. Even if it is a flash of light, or blinking of a unit silhouette, or unit jerking for a moment sideways, all of that would indicate 'aha, some activity just happened' P.S. Im thankful that you try to make a good game, include complex concepts in the game and in general avoid common problems with modern games. I wish this game to become better and more popular.
эта игра - скрытая жемчужина. это грубовато, но многообещающе.
[h1]Нативная версия Linux[/h1] [b] Нейтральный отзыв: На момент написания обзора версия v1.2. Геймплей dota-like, то есть кликанье на противнике, бег от снарядов противника, попутно клацаем горячие клавиши чтобы ответно кинуть врагу какое-нибудь заклинание, пытаясь не застрять в уничтожаемой растительности, борясь с кривой камерой игры и всё это довольно медленно и тягуче. Механика этой всей волокиты не затягивает с учётом того что заклинаний полезных тут не сильно много, динамизма нет...вообще. Собираем ресурсы путём уничтожения сфер природы, воды и тому подобного и имеются очки опыта которые тоже тратим на новые заклинания и попытки расширить количество юнитов в группе, которую я смог поднять только до 3 юнитов. Карты очень однотипные и переполнены эффектами листочков, бабочек, ветерка, к чему это я так и не понял, но местами оно умудряется создавать приличное падение кадров. Контента вообще не завезли, переходишь в рамках сюжета на другую карту прыгая в портал, а тебе прямым текстом "Данная карта будет добавлена в следующем обновлении". Враги это драконы, красные, серые, прозначные, драконы-боссы, драконы плюющие кислотой...драконы и драконы. Сюжет... честно сказать даже не хотелось вчитываться в историю, так как контента то нет. Ранний доступ скажите вы, но извините 2020 год был первый релиз, можно было бы напихать. Делается одним человеком скажите вы, но извините за 3 года можно было бы контента добавить хотя бы на какую-нибудь полуфинальную концовку, после которой можно крутить сюжетные повороты. Насколько разработчику хватит сил поддерживать этот проект, кто знает, но как говорится успехов ему. [/b] Тестировалось всё на Ubuntu Mate 22.04.3 и ноутбуке MSI GF63-Thin-9SCSR: CPU: Intel® Core™ i5-9300H CPU @ 2.40GHz × 8 RAM: SO-DIMM DDR4-2666 24Gb SSD: 256Gb KINGSTON OM8PDP3256B-AI1 GPU: Intel UHD Graphics 630 GPU: GeForce GTX 1650 Ti with Max-Q Design
Игра мне напоминает игрострой начала двухтысячных. Там тоже была масса проектов, выглядящих как плод разума инопланетного сумрачного гения: играть в них было больно, но какой-то болезненный интерес не давал закрыть игру на первых же кадрах. Так же и тут: от визуала устрают глаза, странное управление, полуторачасовой пролог с непропускаемыми диалогами (и ТОННОЙ текста!)... Но блин, прикольно. История (по крайней мере, завязка), не смотря на некоторую графоманию, интересная: вы играете за расу ящероподобных магических существ, которые в давние времена очень сильно напортачили с магией, и спустя 1000 лет сна пытаются вернуть себе силу, чтобы всё исправить. А ещё эти существа тогда же, 1000 лет назад, создали драконов (прям с крыльями, да), с которыми мы и будем сражаться, поскольку та магическая катастрофа совратила их и сделала злыми. Про геймплей много не скажу. Он есть, он необычный и мало на что похожий: кастуем магию в точку на карте, и своевременно уходим от вражеского "обстрела". Магия кастуется нашими подопечными, при выборе нескольких подопечных они стараются кастовать залпом, у каждого спелла есть радиус и прочие параметры, разница ощущается сразу как получаешь второе заклинание. В общем игра странная, кривоватая и сырая, и возможно такой и останется. Но если вам, как и мне, показалась интересной - рекомендую таки взять. Стоит-то копейки. For dev: quite original project, keep going. At some point i'd suggest to focus on interface, controls and other QoL features, and also do something with unskippable dialogue lines in prologue (especially considering you're already using better system in the main game), but you know better ofc.
кто это создал тот пускай удаляет этот шлак да ещё и не на русском полное дерь.........ще
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