
"I'm No Demonlord" is a Roguelike shooter bullet hell game. High freedom in mechanics leads to unique playthroughs. As a demon-possessed hero, battle enemies, grow, and unveil dark schemes. Can he accept his new role? Save "kinds" or destroy "outsiders"? Good or evil? The choice is yours.
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Once upon a time, a legendary archmage sacrificed himself to cast a magical seal on a supervillain, allowing the kingdom to prosper. But when the king began arresting commoners without reason, the vanished people were never seen again. One day, the seal weakened, the demon king escaped, and possessed the player's adventurer character. Can he accept his new identity? Uncover the king's plot? Save "kinds" or destroy "outsiders"? Good or evil? It's your choice...

Round up your friends for an adventure! The game currently supports both remote play and local co-op for two players. So, grab your buddy and join the adventure together! The mysterious plot awaits your discovery!

Over 1000 construction mechanics, endless combinations. Say no to pure numerical growth experiences!
Players freely combine factions, with mechanisms interacting to create wondrous chemical reactions, ensuring no two playthroughs are the same!

Players can freely choose route branches based on their own needs!
Treasure rooms, challenge rooms, and rare abilities await your discovery, making your build even more powerful!
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 176 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏好玩的,但是我感觉侵蚀点到后面难度有点太高了吧,侵蚀60就打不过了,感觉是不是难度太高了?
一开始想着国产支持一下,玩了发现除了梗没有别的亮眼的地方。我是肉鸽重度爱好者,这游戏购入当天打到30侵蚀,体验很差。首先就是冲刺很幽默,不凑冲刺词条在正常情况下根本不够用;第二是没有构筑,武器就一把,局内只能购买技能,而且这技能的数量只有这么一点,也几乎没有combo;以及局内天赋,基本就是全做出来缝上,量大管饱,天赋升级也只有量变没有质变,资源分配也就无从谈起,堆就完事;最恶心的一点是人物模型,人物比怪大一圈,我自认为不是弹幕苦手,但是这游戏弹幕飞过来根本不好判断判定范围。总之,拉完了
好玩。如果能一键解锁全角色就好了,打侵蚀模式丧失爽感。
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Languages: English, Simplified Chinese, Traditional Chinese, Japanese, French, Russian, Portuguese - Portugal, Korean, Italian, German, Spanish - Spain
Hours played at review time, across 177 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
1,羁绊标签超出上限后可以每一个增加对应属性 2,提升的难度需要对应的奖励机制对冲,祝福商店加入更多仅祝福提供的独有增益,目前的加点基础数值在高难度下用处不大,加入基础等级,经验增幅,拾取范围,包括现在的闪避无敌都可以加进去,同时解决了高难度开局启动困难的问题 [spoiler]3,数值给的过于抠搜,首先是经济类升级本质是以本次升级为代价换取未来更多的升级次数,大多数的给个1%金币或者每天3块,那我用十次升级换来的经济能多买多少祝福呢?一次都不能,一个是祝福越买越贵然后是你选择了经济类祝福导致输出少带来的击杀数降低,选的越多越穷;其次是击中概率触发类,你自己看看你发的视频,所谓的联动的噱头,什么A触发B触发C……触发G再触发A,每个到100%触发需要5级,一共加起来需要多少等级的祝福,我试了一下玩到无尽50天每天给的资源也就能买俩完全不合理,索性这类的触发直接给100%不再能升级或者触发概率跟难度相关。数值管理多给点不会怎么样的,无尽本身就是给打完觉得还没爽够接着爽一会的,数值爆炸了就爆炸了[/spoiler] [hr][/hr] 更新之后的体验,让玩家自己给自己设限挑战自己的改动是正确的,增加难度的限制不应该是刻意为难,而是增加玩家可以通过自身操作/决策/构筑成功规避负面带来的正反馈,一局游戏反复SL无数次放在任何地方都是失败设计,类幸存者难道不该是个快节奏的游戏类型吗 开局自选的武器导致局内可选的法术与其说是“选”不如说是“找”跟你流派契合的少数选项,所谓的双武器只是基础攻击频率翻倍这种数值上的提升实在说不上有趣,换成第二武器或者说所有技能可选,而不是只有单一职业的技能天赋来丰富构筑 祝福给的基础数值还不如做套新的局外,侵蚀对应的祝福功能全部做成机制类,基础通过更高的难度解锁更多的局外养成从而继续挑战更高的难度达成成长→挑战的循环;上千的池子只有通过提高难度增加的可怜的几次筛选很难做到有效定向
要么就学土豆兄弟视角随着距离地图变大变小,要么就老老实实放开两个人的视角绑定,强制绑定真的是最恶心的debuff,玩的一点也不自由,尤其是高机动角色和瘸子一起玩根本就是折磨
玩的最爽的类幸存者游戏了,量大管饱,作者的所有改动都是为了玩家玩的爽而进行的,我感觉还能再搞点更高的难度,并给一些前期极为弱势的流派填补一些前期战斗力(说的就是你,金币流!),哈哈哈
玩着还行吧,独狼玩双人纯折磨,那个魔王陪玩纯傻逼,就只会跟着我,人物还有碰撞,导致那个魔王老是把我撞出去挡伤害
第一次知道游戏是在B站看到个视频,当时印象非常差,因为视频里就跟那些毫无意义的宣传什么完整游戏体验500小时的3A游戏一样,在不断的排列组合有多少英雄配英雄有多少不同的组合,转职又有几乘几个不一样的东西,只是个人观点,这些东西的意义都是要在游戏好玩的前提下的。不过体验下来其实是个还不错的小游戏了,值得这个价,并且还有联机功能,玩几把成型了还是挺爽的。
真的爽,之前在wegay上玩了很久demo了,这次发售的完整版比demo爽多了,玩什么流派都能爽飞,不需要思考往里涌
游戏内容太少了,图就那一些,模式单一,光顾着堆天赋和英雄了,全是别的游戏抄过来的,关键是抄也抄的一般,完全没抄到好的,纯纯堆料,不值这个价格
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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