
This is a side scrolling action Rougelike game set in the three realms of humans, demons, ghosts, and gods. It tells the story of Lao Sha and other characters from Journey to the West before they learn from the classics
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About
Embark on the legendary journey of the Rolling Curtain General, collect fragments of the Glazed Lamp, challenge formidable foes, and build your own village. In this world where tradition and innovation intertwine, forge an unprecedented adventure in the realm of Journey to the West.
The Rolling Curtain General, banished to the mortal realm for offending the Heavenly Court, must collect fragments of the Glazed Lamp to gradually restore his power and face the punishment from the heavens. The Glazed Lamp, a sacred artifact offered by the Dragon Clan to the gods, has its fragments scattered across the mortal world, transforming into demonic beings or merging into human society. Players will confront various demons, monsters, humans, and immortals, gather the fragments, and encounter iconic characters from Journey to the West, such as the Monkey King, Marshal Tianpeng, and Guanyin Bodhisattva, rekindling the past and present of the Journey to the West universe.
The game offers four chapters, featuring over 20 boss battles and hundreds of weapons and magical treasures. Each battle presents a fresh challenge, and as the story progresses, players will unlock more combat styles and strategies.
Each chapter includes one main map and two branching maps, with terrains covering mountains, underground palaces, rivers, and more. The terrain modules and monster combinations within the maps change randomly, showcasing the dynamic beauty of traditional Chinese art style.
Each character features hundreds of animated movements, thousands of hand-drawn images, and 3D-rendered 2D and Spine portrait animations, delivering smooth and detailed combat effects, and endowing each character with a unique fighting style and visual presentation.
In addition to combat, players can build and manage their own village. The game offers dozens of buildings with varied functions, including resource production facilities, defense towers, and living quarters.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English**languages with full audio support
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
嗨呀,卷帘大将竟不满玉帝制裁,心生怨念从而想要大闹天宫,这下子妥妥是一部“黑神话”了,因为还没被度化收徒,所以它不应该叫沙悟净,而是“杀不尽”。 卷帘大将,不是真的搁那卷门帘的看门神,反而卷帘大将应该算是天庭武将里最威风的存在。由玉帝钦点的玉帝贴身侍卫总管,在护驾队伍里有着最高权力,放在明清时代就是大内侍卫总管,正一品武将。 地位虽然超然,可卷帘大将放到仙界的排名,就不是那么一回事了,对比各路修炼千万年的大仙、真君,卷帘大将还真不及天蓬元帅一二,卷帘大将是玉帝钦点,可天蓬元帅的九齿钉耙却曾是玉帝的兵器。所以天蓬元帅可以在蟠桃会上喝个大醉,而卷帘大将却只能当个保镖。 最终,身为安保人员且是最高负责人,不仅打烂了天庭名贵的瓷器,还制造了恐慌,犯了错,还不想认罚? 《西游-琉璃盏》是一部西游题材、水墨画风的横版动作类肉鸽游戏,主题有点黑暗风,反秩序、反官僚的乌托邦之味。但制作商Dark Dimension的表达方式却不太够,使得卷帘大将的形象有点中二,还像是青春叛逆一般不够成熟。 而打碎的琉璃盏,虽平平无奇但也算是天庭之物,可它不应该赋予了像悟空之魂那样的逆神作用。有点夸张的二创。 水墨画风让游戏充满了国风感,但是角色的模型却加了阴影和高亮的细节,反而在抗锯齿的作用下,角色移动、攻击时有了一种画面撕裂的劣质感。我建议是加入针对运动中模型的动态模糊效果,可以遮掩这些不足。 角色的动作姿态做的非常好,可能是因为月牙铲这个兵器,一来在游戏中很少见,所以动作比较独特,二来月牙铲属于是中等距离武器,挥舞起来大开大合,更赏心悦目。这时,再加上类肉鸽的三选一技能进阶,使得月牙铲拥有更多更刷爽快的动作姿态和打击反馈。做出了卷帘大将的特色! 尾声。 发行商Kunpan Game为《西游-琉璃盏》挑选了一个发行的好日子,恰好能够乘上暗黑西游题材的流量快车,但又无需和巨人一决雌雄。本作的想法非常好,在近期的更新里完善了许多故事内容,使得世界观更加深度厚实。 是比较值得入手体验的暗黑中国神话类肉鸽动作游戏。 [quote]关注「 [url=https://store.steampowered.com/curator/45145702//]左邻右里鉴赏组」 [/url] [/quote] [u][b] 游戏好不好玩,只有玩过才知道! [/b][/u]
《西游-琉璃盏》是一款以西游为题材横向操作的Rogue类冒险游戏,玩家将扮演西游卷帘大将(大胡子),收集琉璃盏碎片,邂逅各类妖灵鬼怪,体验一段生离死别与爱恨情仇的故事。 [h1]最大的特色:采用了中国水墨化的画面呈现方式,宝塔、亭台楼阁、林间小道、暗域鬼府、白云闲鹤、樱花邻里、村落酒家...构成了一幅幅灵动的优美画卷;相关人物NPC对话还会以影戏的扭动风格向玩家呈现——国风韵味足![/h1] 此外,游戏的地图关卡和妖怪设计比较丰富, 每当战胜大小妖怪之后配上中式乐器和唱腔(背景音乐),有别于西式风格,给人一种耳目一新的酣畅与爽快。 [h1]不足:[/h1] (1)[b] 玩法机制 [/b] 作为一款Rogue类游戏,游戏整体设计延续了人物死亡便从头开始的挑战模式。前期有键鼠或者手柄的操作指引,引导之后大胡子的故事始于桃花镇,你可以横跳闲逛去商铺(闯关的路途中都会遇见)购买初始加成装备、升经验,或者与一位老者对话装备配件(太阳星、太阴星、辰星环、计都星)。 在提前购置加成装备后,后期反复挑战的过程中我多次发现: 路途的小妖和大将的阻拦模式变得更加不合理,尤其是可喷射大范围树障的树妖和妖脸旋转花怪的攻击(也许是Ai自动判定机制出现了问题)变得更加狂野,如果优化再出现问题,界面出现卡顿,会出现全屏“花枝招展,残叶横飞”有趣喜感; 比较喜欢大胡子进入和跳出技能点提升的虚空结界,你可以在其中寻找锻造利器和灵蕴技能点加成选择,但游戏初始并没有给予任何技能点奖励,需要后期挑战中随机获得,大大提高了游戏难度和上手门槛。 游戏中含有大量的武器和法宝等道具(例如:风火轮、五彩宝杖、斩仙飞刀、小天师、金蛟剪等等),大胡子除了拥有常规攻击,主动法术,被动技能,还有弹反技能,冲锋技能,多种技能也可以相互组合搭配。 但在获得道具的过程中,出现了一些不太友好的体验:游玩者可能会在打败老怪之后无法立即脱身战斗前去领取宝箱里的“法器圣物”,士兵或者妖怪的残余力量会尾随到宝箱附近,甚至玩家在领取物品的过程中也会出现掉血的尴尬局面; 虽然相关技能可以在战斗后随机获取,有些技能设定不够合理:例如逃跑冲刺会出现掉法力值(左下角绿色条)的情况,正上方技能获取点击感欠佳,会有延迟的顿挫感; 此外,正下方的主动法术和被动技能的掉落几率还需增加,制作者较为用心地设计了“风”“火”“雷”“水”等属性加成,但由于随机性的设置,有些属性的后期连续叠加利用的几率较低,无法打出一套有用的“组合拳”,页面底部的五个空格基本上很难在游玩的过程中获取圆满。 (2)[b] 地图与任务系统 [/b] 画风和艺术表现之前已叙述过,这里不再具体阐释。大胡子在进入主线地图之后便开始了常规的闯荡生涯:荆棘林、斩仙台、白家村、金山禅寺等,中间的支线地图设计的比较出彩:例如地下墓穴和林间密道(粉红色的光影处提示便可进入),你可以看到别样的风景,门口的村民遥指暗示也和前期的桃花镇偶遇过场有所照应。 前期村民指出的暗道地图区域整体通过难度适中,但有个别区域地图和人物跳动的设计让人十分难受:到达底部的一块区域埋有陷阱暗钉,大胡子在下落的过程中(右下方死角)会必踩一块土地,由于空间有限,而该悬空土地会自然而然地塌方并诱导我跌入到底部的埋钉陷阱里; 注意:一旦陷入埋伏的代价是极大的,你会立即掉血,跌入坑中越多伤血越明显,这让原本血量有限且技能点有限的主人公来说就是一场噩梦,更不用说每个场次遇到的精英巨怪了,几个回合不到就败下阵来,又开始了巡回往复的初始探路模式。 地图的指向还需要优化提升,后期与剧情有关的据点在途中也只能通过图示大概猜测出一二,没有其他具体说明或者引导。 四大任务主线对应了相关剧情,每一局只能根据图示游走在其中的一条主线当中,而且没有返回原路的调试,一旦过了对应的区域便是有去无回了。 [h1]最后,很重要的一点:[/h1] steam界面没有任何成就获得,这可能会劝退相当一批玩家。没有任何成就加之循环往复的挑战会极大挫败不少玩家的热情与肉鸽动力。 [h1] 总结:[/h1] 这是一款在西游IP加持下的肉鸽类横版动作游戏,它的美工设计和技能道具系统令人眼前一亮; 但是从整体游玩过程中依旧能发现不少亟待优化的内容:初始无任何奖励技能点恩赐+路线的单一选择、地图指引和补充背景信息有限+ 比较枯燥的建筑搭配模式(前期忙着闯关,无法获得足够的钱币等资源投入到人员扩充、避难村房屋修缮等安排)+地图陷阱优化+部分妖怪的攻击和追踪模式+相关界面的卡顿。。。 希望制作方可以重视玩家的相关反馈和合理诉求,让这款游戏真正对得起这出彩的“中式艺术盛宴”。
拉的一坨大的,家园建设是会卡bug的,人物动作是僵硬的,打击感是没有的,立绘是不如4399的,npc是像奇行种的,boss设计是不如消消乐的,定价58是买水军的,玩了这么久我是傻逼的。
买的装备,然后一进入其他地图,直接消失。 尤其是在客栈买了开天斧,然后去小二那买武器,直接开天斧消失。还有买了小二的武器,去员外家,然后直接消失。 完全无法理解。 这么大的bug,你还不修复? 我玩了个寂寞。 按照你这个bug,我特么死来死去有什么意义》?
[h1]水墨画卷与肉鸽硬核的碰撞[/h1] [h2]当水墨画不再柔和:一次高门槛的Rogue之旅[/h2] 《西游-琉璃盏》是以卷帘大将为主角的西游前传横版动作游戏,主打肉鸽机制与中式水墨视觉美术。作为一款国产横板RogueLite,其趣味十足,却又有些混乱,既有令人赞叹的画卷演出,也有让玩家劝退的系统。 本以为是传统过关?错了,是死了重来的那种!我以为是平台跳跃?结果等来的是满屏的敌人。玩家将操控大胡子卷帘大将,一路收集琉璃盏碎片,但更多时候都是在踩空地刺、误入关卡、操作卡死与被空中怪反杀中来回横跳。 [h2]水墨画+中式BGM,一秒入戏[/h2] 先说优点吧——本作在美术上确实有做出独立水准。画风取自中国传统山水画意象,搭配大色块的背景与动态笔触演出,呈现出浓郁的“国风美术馆”式表现力。从桃花镇、白家村,到荆棘林、地宫、鬼府,,,,每一幕都像是可以截屏当壁纸。背景音乐采用古筝、笛子与打击乐,配合NPC话剧式演出,古雅氛围直接拉满。作为华人真的很喜爱这样的游戏. 可惜美术越突出,越显得系统、交互与机制的拉胯——堪称美术组背负孱弱程序组。 [h2]Roguelite的拧巴与割裂[/h2] 本作采用标准Rogue机制,但配套系统支撑不足。下面是我遇见的问题 地图指引严重缺位:大量场景无明显提示,进图不可回退,错走一个传送门就可能白打。 引导教学缺失严重:操作提示默认手柄键位,键鼠玩家根本看不懂;基础机制如升级点数、技能分类、法术说明均无清晰解释。都需要靠玩家自己去摸索学习. 平台跳跃破坏节奏:大量陷阱、强制绕路、地形误导严重影响打斗流畅度,误入关卡、掉进陷阱或强行锁让我有些厌战了。 BUG还是多的呀:如地图卡死、UI无法关闭、对话中强制收枪、物品栏误触致死等,都对体验造成干扰。有时候不得不ait f4退出. 不过可能也是第一次做游戏,能理解这些问题.如果厂商可以积极回应那么还是无伤大雅的. [h2]技能系统结构混乱,BD构筑严重不足[/h2] 当前角色技能设计零散,升级无法选择方向,法术与战技混杂、缺乏标注,键位说明错误。 主动与被动技能堆叠不明,甚至存在“Q键释放多个技能”“带法术反而无法普攻”的奇葩bug 高移速、高攻速设定不协同,角色抽搐,技能释放逻辑混乱(开发者虽表示部分已修复,但仍不够完善) 防御属性溢出严重,影响了本应存在的Rogue挑战机制。 [h2]视觉满分,机制混乱,开发尚需打磨[/h2] 《西游-琉璃盏》就像是一幅未完成的国风壁画,外表夺目,内里却粗糙。它如果你能接受这样的“西游肉鸽”,那这款游戏的确有它独特的味道。 但若你更在意游戏机制的合理性、系统的连贯性与技能构筑的完整度,那么在当前版本下,依然更像是一场半成品的实验,期待下一次更新,真正补完这盏琉璃吧。 [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]
This game doesn't support controller, and it also cannot be played using the Steam Deck itself
[h1]卷帘大将的冒险之旅[/h1] [h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 这是我今年玩到最难的动作肉鸽游戏,没有之一了。我以为披露着西游的游戏应该是爽游,不说那齐天大圣了,二郎真君也是一顶一的高手,结果呢,结果大胡子我啊,被妖怪暴揍,明明猴哥当时轻轻松松,换了我一直在死,要不是这一世的主角俺老沙(可以复活)不然游戏五分钟就剧终了。 熟悉的味道,不一样的配方。本次的背景是玩家们所熟悉的西游世界,不一样的是主角换成了卷帘大将,因打坏了玉帝老儿的琉璃盏,龙颜大怒之下被贬下凡,为了重返天庭,其需要各地收集琉璃盏碎片去修复,属于大胡子的主角之路正式开启。 说实话,我其实是被题材和画风骗进来的,一看到国风元素爆表的画风,一听到西游题材的肉鸽,屁颠屁颠就上手了。在上手这款游戏之前,我已经了解到主角是沙僧,不说齐天大圣的地煞七十二变,不求天蓬的天罡三十六,肉鸽元素给我拉满就好了。实际上手之后,肉鸽元素确实是有的,就是敌人的数值是不是有点离谱了,鬼知道我在梅兰二老还有荆棘大王折戟多少次!! 本作除了rogue之外还包含了模拟种植,塔防等玩法,在阶段任务的推进中,游戏会为我们解锁一个私人领地——百姓的避难所。这边可以建造各种建筑,其中最有用的应该就是种植水稻和粮仓了,粮仓可以加粮食上限,超出上限的粮食应该可以转化为灵蕴(又好像是通过试炼任务把超出的转换了),足够的灵蕴可以为玩家无限制的提升各种属性。在玩家建造出高级城镇中心河募兵之后,就可以招募民兵兼神仙的炮塔,然后就可以开启试炼任务,进行横版塔防,本来火力碾压式很爽的,但是人多了就卡成ppt了,只能说还好不是主要玩法,不然直接可以不用玩了。 作为一款一命闯关式的肉鸽游戏,游戏的构筑是很丰富的,除了基础的风雷火三种战斗方式,后面随着剧情的推动解锁任务,可以解锁一把水属性武器。只能说基础构筑和神器构筑是天和地的差别,就比如风的回血是百分之一,而饮血狂刀的回血就很猛,还有基础的构筑不能轻松构筑全都一属性,神器的则是可以稳稳的一条路,只能说前期老老实实做任务比什么都重要! 肉鸽元素是很丰富了,每次打赢boss就可以开宝箱,宝箱可以获得配件或者趁手法器,每次道具都是随机给予的三选一,可惜的是之前获取的道具也有可能在新箱子里出现,属实很烦人。本来就三选1,出现两个就只能挑一个,这个东西能不能优化一下啊。 关于战斗,其实有点不平衡的,法术回蓝慢伤害低,不如普攻的神力蓄满打爆发因为笔者是键鼠玩家,除了鼠标的平a和瞬身之外,还有键盘的反击,本作的反击很有意思,随着角色攻速提升,反击的动作画面越快。还有一个挺搞笑的,攻速越快,腿脚越便利,光顾着腿脚速度变快了,走路速度一点都不带变! 游戏的局外真的太强大了,笔者去了一次内馆之后,就稍微魔法了,一下资源,好家伙,提升无上限啊,笔者选了自己玩了最少的火元素,手指一直点,一直能提升! 总的来说,西游这个题材我是很喜欢的,就是压力太大了,而且战斗还有等级上限!升到14级就不能再升级了!那我后期那么多铜钱能干嘛,那我问你,不买经验还能干嘛? [quote][h3]鉴赏员测评配置:[/h3] CPU:Intel(R)Core(TM)i5-10300H CPU @ 2.50GHZ GPU:Intel(R) UHD Graphics 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
这破游戏微软手柄用不了真是逆天
For an action game, the combat mechanics are kind of meh, and the overall gameplay experience is just... you know, whatever.
Glaze Cup: Journey to the West is a fascinating attempt to reinterpret one of China's most iconic legends through the lens of a roguelike action game. Developed by Dark Dimension and published by Kunpan Games, the title avoids simply retelling the famous pilgrimage and instead explores the mythology surrounding the world before those events unfolded. By centering its story on Lao Sha and other key figures, the game presents players with a fresh perspective on familiar folklore, creating an experience that feels both respectful of its source material and eager to expand upon it. The result is a game that immediately stands out among indie action titles thanks to its cultural foundation and distinctive artistic presentation. Gameplay revolves around side-scrolling combat mixed with roguelike progression, and it succeeds in keeping players engaged through a wide selection of abilities, upgrades, and combat styles. Battles are fluid and emphasize mobility, with enemies ranging from common supernatural creatures to imposing bosses inspired by mythological beings. Each run offers opportunities to experiment with different builds, encouraging players to adapt rather than rely on a single strategy. The roguelike structure ensures that no two attempts feel exactly alike, while the steady unlock system provides a satisfying sense of advancement. Although the mechanics are familiar to genre veterans, the incorporation of Journey to the West's themes gives the action a unique identity. Beyond combat, the game introduces an unexpectedly deep village-building component. Players gather resources throughout their adventures and use them to expand and improve a settlement that serves as a central hub. New structures unlock additional features, provide strategic advantages, and contribute to long-term progression. This system adds a layer of persistence that complements the cyclical nature of roguelikes, transforming every failed run into an opportunity for growth. It also helps the game maintain momentum, as players are constantly working toward both personal strength and the prosperity of their community. While the management mechanics can occasionally feel dense, they add welcome variety and reinforce the sense that players are shaping a living world rather than simply completing isolated stages. Visually, Glaze Cup: Journey to the West leaves a strong impression. Its hand-drawn art style resembles an animated graphic novel, with expressive character designs and environments inspired by ancient Chinese mythology. The three major realms featured in the game each possess their own atmosphere, helping to establish a clear sense of progression throughout the adventure. Accompanying the visuals is a fitting soundtrack that balances traditional influences with dramatic compositions during combat encounters. Together, these elements create a presentation that consistently reinforces the game's mythical setting and elevates moments that might otherwise feel routine. The narrative is another area where the game shines. Instead of relying solely on action, it invests considerable effort in fleshing out its world and characters. Fans of Journey to the West will appreciate the numerous references woven into the story, while newcomers can still enjoy the tale without prior knowledge of the classic novel. However, the game's ambition occasionally works against it. Some systems are introduced with limited explanation, and the learning curve can be steeper than expected. There are also moments where repetition becomes noticeable, particularly during extended sessions, as certain enemy encounters and objectives begin to recur more frequently than desired. Despite these shortcomings, Glaze Cup: Journey to the West remains an admirable and memorable project. Its willingness to combine action, roguelike elements, settlement management, and Chinese mythology into a single package demonstrates a level of creativity that is increasingly rare. It may not refine every mechanic to perfection, but it consistently offers something interesting to discover, whether through its combat encounters, its evolving village, or its richly imagined world. Players seeking a conventional roguelike may be surprised by its additional layers, while those interested in mythological storytelling will find plenty to appreciate. Glaze Cup: Journey to the West is ultimately a game driven by ambition and passion. It embraces its cultural roots while experimenting with genre conventions, resulting in an experience that feels distinct from many of its contemporaries. Though it occasionally stumbles due to pacing and complexity issues, its strengths far outweigh its weaknesses. For players willing to invest the time to learn its systems and immerse themselves in its world, it offers a rewarding adventure filled with action, discovery, and mythology. Rating: 7/10
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