
My name is Bao Qiang, I have two dreams: 1st, to make the first "Civic 3A" in the world. 2nd, to change the entire game industry. But players, I need your help.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Reviews
It has the most BASED and proletarian game trailer ever.
如果在B站单看你这个视频,我会直接点不喜欢然后拉黑UP。看视频前半段我会觉得你在搞笑,看到中间我有一瞬间觉得做65个游戏这个想法很好,看到后半段突然上价值犹如春晚小品合家欢一般令人作呕,小品不是不能上价值,只是我看小品就是来笑的,我打游戏就是来玩的。 但是这里是Steam,所以一切按照游戏质量说话。所以我给了这个游戏好评。 抛开难度和交互的缺点,玩法上其实有很多可取之处,虽然9块钱的游戏这个游戏的UI稀烂,但是设计上是很不错的,很多设计看上去就是想要通过关卡来教会玩家一些设计,这个思路不错,包括玩法本身,简单的两三个按键和空格跳跃飞行,就能有很丰富的玩法,加上一些地形设计,有些地形设计很普通,有些却很新颖,这些设计对于9块钱的游戏来说亮点满满。镜头表现上也没有什么太多的问题, 所以我30分钟的时长就退出这个游戏写测评了。太过于硬核,但是硬核不是3A,硬核只是硬核。 网游看次留,单机看2小时,你头几分钟给我展示的不是你怎么把用户骗进来,怎么给用户一个平缓的学习曲线到渐入佳境,而是给我展示你硬核的关卡设计功底,我还没往后打,我都不敢想象你要给我展示什么关卡。从宣传图上来看,你后面也许有很多不错的关卡设计,但是用户可能还没体验到那个环节就退坑了。 为什么二游有着几乎是弱智一样的教学设计,因为做二游的人他们认为他们的用户就是进来看看角色看看图的人,所以游戏性就是有就行,不能把用户赶跑。你前面几关设计,我怀疑你认为你的用户是恶魔城马里奥iwanna这种重度横版闯关玩家。但是不一定,因为也许你长期自己玩这个游戏,你觉得前面几关特别简单,那么我的结论是,要么你认为这个游戏应该是做难的,要么你自己在自己不知道的时候把交互操作做成一坨。你希望找到什么玩家,你的用户大概是什么类型?真的是硬核嘛,那我自己会跑。只能说我不是你的目标用户。(这也是一种魂) 20个G的游戏大小,我不知道你是怎么打包的能打成这个样子。 最后的最后,我还是想要说一下,你这个视频槽点多到我不知道怎么吐槽,只能说,你把你做这个产品的时间乘以65,希望你的余生有那么长的时间,你的经济来源能提供你这么长的时间追逐梦想。你已经尝试8年了,如果你真的啃老的话,你父母估计也差不多快退休了。不要再过几十年,发现只是感动了自己,更难听的话就不说了,9块钱支持一下一个有梦想的人。
Honestly, the game even in its so-called rough state is VERY fun to play. I would love to see this one fleshed out into a full game. I'm not sure that you need to focus on AAA game dev; this concept is really damn good as a base for a more polished final release. I know more than a few speedrunners who would be very likely to pick this game up as a project! Definite recommend
加油
相较于以前的版本 游戏主菜单更简洁 进入游戏时去掉了很多废话 游戏优化很差,即使所有选项都调到极低也不能流畅运行 进入游戏后仍然需要通过“升降装置”进入地下的“小游戏剧院” 小游戏做得不错,通过调整摇杆角度控制蜗牛在空中移动 关卡不算特别长 游戏过程中会遇到“创女币”, 小“创女币”碰到就能获得,大“创女币”类似《雷曼:传奇》的骷髅金币,碰到后要安全地降落在平台上才能获得 后面的关卡全收集很难,全收集后收集的“创女币”会从小游戏里飞出来,飞快地打在主角身上 游戏宣传很糟糕,一直在宣传作者的努力没有对游戏进行介绍,而整体的表现就像假期最后一天开始拼命赶作业的学生一样 游戏结构很奇怪,作者在B站预告片中用《塞尔达传说:旷野之息》的神庙与这个游戏的“小游戏剧院”做对比,认为“小游戏剧院”是为自己的3A设计的可以独立运行的“内置小游戏”https://www.bilibili.com/video/BV1EH4y1g73J?vd_source=63b163ca947066bcf12df8f187f9465a 如果最终的3A游戏会包含这65个小游戏游戏那么游戏会十分臃肿,如果做成67个独立的游戏除非作者很认真地优化游戏否则游戏体验会非常差 《塞尔达传说:旷野之息》的神庙通过重复使用素材实现了利益最大化,作者肯定是没有这种概念的 “销量计划表”上作者对游戏的最低销量预期是10000套,是高估自己能力的表现 这款游戏在预告片中不停地画大饼,尝试用这种方式让观众购买这款游戏,其实只要做得好不画大饼不是3A也能成功,《https://store.steampowered.com/app/813230/ANIMAL_WELL/》就是很好的例子
This game is absolutely amazing! Allow me to gush about the game design. It's a movement-based puzzle platformer. The movement is among the most refined I've ever played, on par with Mario 3D platformers (in refinement, not moveset). Your snail's jump is a rocket, which you can hold for as long as you want, but you lose it as soon as you let go. You can change direction mid-jump (even after rocket), more than in most games. You can crawl up walls/ceilings. And, most genius of all, the DIRECTION of your rocket is determined by your momentum (still for straight up/perpendicular, move a little for a slight angle, a running start for a very sharp angle, and stop to move the direction back again). All put together with complex platform shapes, spike hazards, and bumpers, etc., the game calls for both tight timing and clever planning/routing. Ah, but you see, you see, it's SO SMOOTH! The movement allows such freedom and creativity, and the nuanced control absolutely rises to the challenge. The variable jump height and direction give it incredible control like frustration platformers such as Jump King, but the generous mid-air movement keeps frustration far away. A bit on the level design. The movement particulars allow such good use of space. In a typical side-scrolling platformer, you're more or less stuck with a series of converging/diverging routes, sewn together by pits and enemy patterns scaled around your jump height, giving you fixed minimum and maximum space sizes. In a Metroidvania you may have far greater verticality and maximum sizes enabled by tricky unlockable movement abilities or keyed barriers, but the unlocking always means it's a while before you can roam that whole space. In this game, the whole 2D plane is available to you from the get-go, while still having gravity as a constraint so that directionality has a real asymmetrical influence. Example: In one level, there are three small spike pits you must cross by jumping at a sharp angle, but the in-air movement strategies are completely different because one is on a floor, one on a wall, and another on a ceiling! Many levels allow you to reach the goal without passing all the collectibles, a kindness to novices and collectors alike. And many of the collectibles are such satisfying strategic and performance challenges without stooping to thumb-aching mid-air marathons; I haven't felt this happy beating a platforming challenge in a long time. Okay, now quality of life features. The developer is Chinese, and I rely on the English translation; I admit the translated text could be a bit clearer. Nevertheless, all the decisions here were done right. Retrying after failure can be done immediately, with two button presses. You have the option of a regular retry, where you start from the level's initial spawn point, or an instant retry, where you start on the last solid ground you were on; but the instant retry costs points, which you accrue based on how much distance you cover on a run. This is truly genius, and needs to be implemented in more games, because it practically solves the problem of putting checkpoints close-to/far-from hard challenges. If you traveled a long way, you will get several instant retries to try your hand at a hard challenge. And if the challenge is a physically big one that requires rocketing a great distance, you'll earn more points, allowing a few more instant retries than you would have otherwise. But once your points run out, you have to do a normal retry, touch grass, and keep your skills and perspective in the right place while you travel there again, or give it a rest and skip said challenge if the option is there. The one thing I don't like about this feature is that it's poorly explained in English; it took me many retries to piece together how it works. And one neutral thing: it isn't clear how many points you've accrued or how many points an instant retry costs (though I assume it's 1); having fewer numbers lets the game be a more relaxed experience, so the decision of whether to use an instant is a more natural one based on how you're feeling, not a stressful one based on how many you have left; though it does still feel odd not knowing. Some more QoL features. On every failure, the game puts a mark where you died, and keeps it there. This is a much-more-helpful version of a death counter, because it helps you adjust your next attempt, and doesn't shame/overwhelm you with numbers. You need to press a button before seeing the retry options, so you can look at where you failed as long as you want; good for strategizing and laughing. Once you collect a coin, it stays collected even if you fail; that, combined with the replay points you get just from moving, means that every run makes progress, and you don't have the frustration of wasting time with repeated retries. (Though, large coins you won't collect until you touch ground, like strawberries in Celeste, so this doesn't ruin the challenge.) Once you complete a level, you have the option to try again before moving on, which you may want if you accidentally missed collecting something. At least as far as I have played so far, there is no timer; the challenge is more organic than that! Some random thoughts. The main world looks nice for what it is. The nicely-dancing humanoid character, I wondered if it was a silly placeholder as I noticed the four swords; once I noticed the fifth, then I knew! The CGs with the snail's mom was moving; it has all the elements you needed to grab me; the dev knows how to tell a good story. The sound design I'm a bit unsure about; I could do without the snail yelling so much. The graphic design is beautiful and professional (excepting the silly placeholder, that's just funny); the way the snail game is overseen by the humanoid character is unique and well-done. In short, Bao Quiang is a genius, and game scholars and developers of all sizes need to pay attention; they might learn some things! I wish him the best in his journey to make a AAA game, and I plan to tag along as long as he keeps making games approaching this caliber.
Well worth the money! The game works perfectly on Steam Deck! The platforming is challenging enough to keep you on your toes while not being frustrating. Although, this isn't your typical platformer since you can walk on walls and ceiling at your leisure which allows for more engaging level design and gameplay. Every level feels unique and memorable because of how each of the mechanics interact with one another in interesting ways. My favourite levels are the ones with the Thunder Booster combined with the portals. Despite being a work in progress, both the visuals and sound effects are satisfying to listen to and look at. Especially when you collect all the coins in a level. Overall, I highly recommend this game. It costs less than a visit to a fast-food place yet will entertain you for at least 6 hours. =)
作者说他不会再更新此游戏了,差评
It plays great and the levels are very well thought out. Well done Mr. developer!
Related
Related
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.
Related
| 世界尽头的蔷薇花园 | $557.6 | 52 | 88% | $0.99 |
| Brave Soldier - Invasion of Cyborgs | $557.8 | 61 | 97% | $0.99 |
| Animals Memory: Birds | $558.8 | 55 | 82% | $3.99 |
| Animals Memory: Dogs | $558.8 | 55 | 76% | $3.99 |
| 只有文字的挂机刷宝游戏 | $559.3 | 71 | 79% | $0.99 |
| Super Poop | $554.8 | 56 | 59% | $0.49 |