
《最后的妙笔人》是一款以[刷新]为核心玩法的快节奏肉鸽卡牌游戏。在这里,你将化身身陷囚笼的妙笔人,凭借「凝梦成牌」的奇幻能力,搜集素材卡并编织成章,取悦魔王之女莉莉丝,于绝境中搏取一线生机......
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何为妙笔人——
这是一群天赋异禀的叙事高手,有着「凝梦成牌」并编织故事的能力。
他们曾行走大陆编织世间故事,如今被魔王掳入囚笼,只为取悦爱听故事的莉莉丝。
妙笔人的审判官·王女莉莉丝——
魔王独女莉莉丝,身居囚笼核心,骄纵恣肆、毒舌刻薄,对故事有着近乎偏执的极致追求。她是妙笔人的生死裁决者,唯有以笔墨凝梦编织的奇趣故事能博得其青睐。未受青睐者,其归宿将会是恶龙的腹中。
游戏特色——
1. 无需打牌,给你简洁轻快的独特游戏体验:
这是一款快节奏轻量肉鸽卡牌游戏。相较于传统肉鸽卡牌游戏,在本游戏中你的卡组固定为12张卡牌,且游戏完全摒弃了出牌操作,每轮都会翻开若干卡牌完成自动结算,你将收获简洁轻快的独特游玩体验。
不过,这并不代表游戏是缺乏挑战的。本游戏以灵感为核心资源:它既可帮你重翻卡牌,让卡牌效果联动更极致,以获取更多评分;同时也能帮你搜寻关键卡牌,以优化你的卡组上限。有限灵感的分配,将是你全程最核心的策略抉择。
同时,每轮结束后「选 1 张新牌替换 1 张旧牌」的卡组优化,同样充满策略 —— 你需要不断挖掘你卡组的上限,才能应对持续攀升的关卡难度。
2. 10 + 流派自由搭配,保证游戏的策略深度与耐玩性:
丰富的卡牌库支持多种流派构筑——武器道具流,恶人战争流,技能沉底流,竞技场配对流,野兽翻倍流,多标签流,组织尘封流......高重复游玩价值让你每一次冒险都充满新鲜感,永远期待下一个“故事”的到来。
3. 创作巨著并解锁全新卡牌,持续为你带来新乐趣:
收集的素材卡巧妙组合,谱写一部部“巨著”。每次成功创作都会解锁强力新卡,让你的牌组愈发丰富,流派逐步成型。
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese**languages with full audio support
Reviews
[h1]最后的妙笔人[/h1] [h2]游戏内容[/h2] 游戏主角是一位妙笔人,天生就有将梦里的光景转化到卡牌上的天赋,因此风光无限,但是后来魔王的女儿莉莉丝痴迷上了听故事,就此成为了所有妙笔人的噩梦,所有妙笔人都要为博莉莉丝一笑,而产出故事,否则就要被吃掉,主角就是在这样的情况下,开始谱写一段传奇故事。 [h2]游戏玩法[/h2] 游戏的玩法也很简单,就是通过牌桌上的卡牌构筑组合,达到甚至超过莉莉丝的兴致条就算成功,否则失败,超出的分数会累计给下一天的兴致条,而每张卡牌有种不一样的特性,例如每张牌都有自己的基础分值,以及特性值,特性有的会加分,有的会扣分,而玩家就要尽可能的组合加分的牌组,也可以消耗一点灵感值重构牌组,而牌组来自素材库。 [h2]个人游玩体验分享[/h2] 游戏的玩法比较单一,并且刚开始运气成分比较大,后面可以通过不断的换素材库的牌,把好的牌组换进去,或者换分值大的牌进去,难度就会降低一些。游戏的画风有点AI画风,难度适中,属于休闲小游戏。 [h2]结语[/h2] 《最后的妙笔人》这款游戏算是休闲娱乐小游戏,玩法简单,上手难度不大,游戏难度也适中,但是玩法内容有点单一,并且画风像AI,还希望再充实一些玩法内容,增加游戏可玩性。 [quote] 晚八不睡,早八不醒,梦里准点测评,迎接美好游戏人生! 欢迎关注:[url=https://store.steampowered.com/curator/46039267/] 睡不醒的早八人 [/url] [/quote]
[h1][b] 最後的妙筆人 [/b][/h1] [h1] 遊戲: [/h1] 策略組牌 [h1] 心得: [/h1] Ver1.0.3 魔王最寵愛的女兒莉莉絲,很喜歡聽故事 因此擄走大陸上的頂尖妙筆人 窩們是其中之一要討莉莉絲歡心 不然會被丟給惡龍加餐 [b] 大致流程 [/b] 給莉莉絲說故事 > 夢境 > 繼續下一天 (沒有任何劇情) [h3] 給莉莉絲說故事 [/h3] 1.通過「素材卡」編織故事,卡片有基礎分數、標籤、效果 特定組合會相互影響,創作出高分 2.「篇幅」,當前可以揭示素材卡的數量 3.花費靈感點「重構」,重新揭示素材卡構建更精彩的故事 4.對當前揭示素材卡組合滿意,使用「完稿」評分 5.評分+存稿評分滿足莉莉絲的興致條,順利進入下一天 這個階段基本就是靠賽 從素材庫隨機抽選卡牌揭示出來 看看卡牌組合效果滿不滿意,評分高不高 不滿意就花費靈感重骰 例如 「靈貓」 妙筆效果 每揭示1張「幽影鼠」 評分+2 揭示出來的卡,1張靈貓、0張幽影鼠,靈貓就沒有加分 看自己構築的流派,就可以考慮重骰 [h3] 夢境 [/h3] 1.從夢中素材區選1張,和素材庫的1張「捕夢」替換 2.花費靈感點「重構」,刷新夢中素材區的卡 3.花費靈感點「凝思」,鎖卡防止被刷新掉 4.甦醒,維持素材庫原狀,迎接新的一天 這個階段就是Rogue選牌 一天只有一次優化構築牌組的機會 [h3] 最後 [/h3] 1局要玩15天 窩自己玩6局,有3局每次都是到第3天 初始12張只換2張,因為分數沒達標輸掉(根本就還沒開始構築) 其餘3局大約玩到11天左右,分數一下子要求過高輸掉 遊戲的概念還算OK,但是遊戲平衡沒有設計也沒有做搭配~滿可惜 沒有不同的起手牌組可以選擇,可以更容易組出流派 沒有聖物,可以輔助構築、強化流派、更快篩選核心卡 沒有BOSS挑戰,莉莉絲可以妨礙、封牌之類的 沒有收穫系統、解鎖新卡牌,輸了就輸了 ...等 全部一大堆流派,英雄、惡人、敗筆、組織、塵封、建築...等 都一口氣丟夢境大雜燴,讓玩家一天只能換一張慢慢構築 這會讓構築起步很慢,太靠賽很容易就輸掉 [b] 推薦 [/b] 1.便宜銅板價 2.有組牌策略,沒打牌樂趣 [b] 不推薦 [/b] 1.會在意AI輔助,卡牌圖、莉莉絲動作...等 2.遊戲平衡沒有設計也沒有做搭配~滿可惜 [quote]歡迎大家關注[url=https://store.steampowered.com/curator/45682872/]七巧鑑賞家[/url]&加入[url=https://steamcommunity.com/groups/77Happy]七巧遊樂園[/url] 讓七巧分享更多~遊戲資訊給大家 OWO/ [/quote]
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有中文 有成就
最后的妙笔人 presents itself as a roguelike deckbuilding game, but beneath its familiar genre structure lies an experience driven heavily by imagination, theatrical storytelling, and an unusual dreamlike atmosphere. Instead of simply throwing players into endless combat encounters with random card rewards, the game attempts to create a narrative framework where every battle feels tied to creativity and performance. The player assumes the role of a gifted writer capable of transforming dreams into cards while trapped in a dangerous fantasy setting ruled by mysterious forces. This premise immediately gives the game more personality than many modern indie deckbuilders that rely solely on mechanical complexity without offering memorable worldbuilding. The strongest aspect of the game is the way it combines its narrative themes with the card combat system itself. Rather than treating cards as simple attacks or defensive tools, the game frames them as fragments of stories and imagination brought to life. That approach helps create stronger immersion because every deck feels like a personalized collection of magical ideas instead of a pile of numbers and effects. The combat system appears centered around fast-paced decision-making and refresh mechanics, encouraging players to constantly adapt and rethink their strategies during battles. This makes encounters feel more dynamic than traditional roguelike card games where optimal combinations can often become repetitive after several runs. Another reason the game manages to stand out is its atmosphere. The visual style blends dark fantasy aesthetics with a more whimsical and dramatic tone, creating a world that feels both charming and unsettling. The presence of Lilith, the demon king’s daughter, adds tension to the experience because the player’s role is not simply to survive but also to entertain and satisfy an unpredictable figure within this strange magical prison. That setup gives the game a theatrical quality, almost as if every battle is part of a twisted stage performance where failure carries emotional and narrative weight. It is a concept that feels surprisingly fresh within the roguelike genre. Replayability also appears to be one of the title’s major strengths. The inclusion of multiple endings, randomized progression systems, and varied card combinations encourages experimentation across repeated runs. Players are not merely chasing stronger builds but also uncovering different narrative outcomes and hidden possibilities within the world. This structure works particularly well for a game built around storytelling because it gives each playthrough its own identity. Some runs may focus on aggressive offensive builds, while others may revolve around creative refresh loops or unusual card interactions that dramatically change combat pacing. The game also deserves credit for being approachable. Features such as the ability to save freely and play at a relaxed pace make it more welcoming than many strategy-heavy roguelikes that overwhelm players with punishing mechanics. This accessibility does not necessarily remove challenge, but it allows players to focus more on experimenting with builds and enjoying the atmosphere instead of worrying about excessive mechanical pressure. The mouse-focused controls and flexible pacing also suggest that the developers wanted the game to feel comfortable for both experienced deckbuilder fans and newcomers to the genre. Despite its strengths, the game still feels like a smaller independent production in some respects. The presentation, while stylish, may not always have the polish or production values expected from larger strategy titles. Some players may also find the mechanics difficult to fully understand at first because the refresh-focused systems appear more experimental than traditional card battlers. The game seems willing to prioritize originality over simplicity, which can be rewarding for players who enjoy discovering unconventional systems but potentially frustrating for those looking for immediate accessibility. Another limitation is the current language support. Since the game primarily supports Simplified Chinese, many international players may struggle to fully appreciate its story and dialogue-driven themes. That is unfortunate because the narrative and atmosphere are clearly among the game’s defining features. A wider localization effort could significantly improve the title’s global appeal and help its unique ideas reach a larger audience. What makes 最后的妙笔人 memorable is not just its mechanics but the artistic ambition behind them. The concept of transforming dreams into cards while trapped in a fantasy prison creates a tone that feels poetic, mysterious, and emotionally charged. The game does not simply want players to win battles; it wants them to feel like creators shaping magical stories through strategy and improvisation. That thematic consistency gives the experience far more identity than many procedurally generated roguelikes that blend together after a few hours. For fans of roguelike deckbuilders who want something more imaginative and atmospheric, 最后的妙笔人 offers a compelling experience filled with creative mechanics and intriguing storytelling ideas. While its niche presentation and language limitations may prevent it from reaching a mainstream audience immediately, the game demonstrates genuine creativity and a strong sense of identity. It feels like a project driven by passion and experimentation rather than imitation, and that alone makes it worth paying attention to for players searching for unique indie strategy experiences. Rating: 7/10
已经全成就通关,内容不多,算是简单的卡牌rouge游戏,有点吃运气,可以试试,反正很便宜
[h1] 《最后的妙笔人》简评[/h1] [h2] 做妙笔人,写好故事。 [/h2] 《最后的妙笔人》是一款玩法上非常简单的牌组构建式肉鸽like游戏。在游戏中,我们作为妙笔人,拥有着编织故事的能力。被魔王之女所掳掠,为了保证自己不被恶龙果腹,我们需要尽力的编织出更令人感兴趣的故事,来谋求生机。游戏的整体玩法非常简单,要求我们构筑牌组达到一定的点数即可,溢出的点数会被收集直到下一次点数不够时挪用。简单的玩法,构筑也算是比较符合逻辑,但游戏整体运气成分比较重,如果组不成bd的话,会比较难受。 实质上游戏还是有着许多小亮点的,比如各种对应的牌如果我们把鼠标移上去就会有特殊的音效,还是挺有趣的。每一次结束关卡,魔王子女都会做出特定的动作,说真的一个个位数的游戏还能做出一点小心思出来,还是值得表扬的。但不可否认确实是有一些缺点,游戏的内容比较浅,构筑不深,有自己的一套逻辑但是很吃运气。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
编故事,本质还是卡牌拼点数,素材不是很搭直接重构,完成每一晚要求的点数就行。
没找到亮点,单纯就是无聊,开局第一天居然有概率直接挂,笑死了
就这么一个小游戏,都玩了六小时,只能说,很上头!
作为一名肉鸽卡牌游戏爱好者,当游玩后,《最后的妙笔人》“无需出牌”的独特玩法令人印象深刻,这种玩法能勾起兴趣,带来惊喜与感慨。 游戏的设定足够抓人。我们化身被魔王囚禁的妙笔人,靠“凝梦成牌”编织故事,取悦骄纵毒舌的魔王之女莉莉丝,以此换取生机。这个背景设定自带紧张感与戏剧性,每一次故事创作都像是一场生死审判,让我在游玩时始终保持着专注。而莉莉丝这个角色塑造得十分鲜活,她刻薄的吐槽和对故事的极致挑剔,让整个互动过程充满了张力,仿佛真的在与一位难伺候的贵族对话。 玩法上的创新是这款游戏最大的亮点,不同于传统肉鸽卡牌需要反复组牌,出牌,计算--《最后的妙笔人》轻量组牌,不用出牌,结算自动,彻底解放了双手。而且,一种类似刷新的机制,让游戏节奏变得极快,每一轮都充满了不确定性;我常常在刷新卡牌时心跳加速,期待着能凑出完美的故事组合,那种未知带来的刺激感,谁用谁知道。而且轻量的设定,让它非常适合碎片时间游玩,哪怕只有十几分钟,也能完整体验一轮故事创作的乐趣。 一些基本功方面,如按钮布局,音效配合,易用便捷,跟手响应等,能看出来作者的心意和付出;对于一个小厂来说,能呈现出这样的效果已经ok了,个人感觉也可以,可以推荐。如果还在犹豫,可以看看更多评论和商店演示,是骡子是马再多多感受综合评估一下,到那时再决定是否入库吧。 总体而言,《最后的妙笔人》是一款有创意的肉鸽卡牌游戏。它用独特的玩法和有趣的设定,为肉鸽卡牌品类带来了新的可能性。如果你厌倦了传统肉鸽的繁琐操作,想要体验一把轻松又刺激的故事创作,这款游戏就是不错选择。相信随着厂商的奋斗,后续的更新,它能给我们带来更多情理之中意料之外。
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