
Indies' Lies 2: Fire Seed is a top-down 2D roguelite tactics game. Command three heroes in chess-like battles, forging legends through terrain strategy, skill combos, and ever-evolving rogue builds on a dynamic battlefield.
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Indies' Lies 2: Fire Seed is a top-down 2D tactical Roguelite where you command a trio of heroes, forging legends on an ever-shifting battlefield. This fusion of hardcore strategy and deep Roguelite progression delivers a relentless cycle: tactical planning → explosive power spikes → cathartic enemy annihilation.
As the sequel to the classic Roguelike card game Indies’ Lie, this installment continues the saga: Under the shadow of the evil god Indies, the Lady of Death awakens warriors across time. Lead your faction through procedurally generated battles and confront divine tyranny on the volatile continent of Meka!
▍Dynamic Squad Building
Assemble a 3-member squad from mechanically diverse characters, each with exclusive Kindling abilities, equipment, relics, and battlefield roles. Melee charges, ranged snipes, crowd control—every team composition unlocks endless tactical possibilities.
▍Unpredictable Roguelite Challenges
Each expedition features randomized maps, enemies, and events—elite ambushes, sudden disasters, cryptic altars. Unlock hundreds of equipment and Kindling combos to craft earth-shattering synergies. Will you focus on single-target nukes or AoE domination? The choice defines your playstyle.
▍Tactical Chessboard Warfare
Terrain as Weapon: Split enemy forces with obstacles, bait bosses into attacking their own minions.
Skill Synergy Chains: Qili’s position-resetting combos, Diego’s counter-trap ambushes, Daniel’s status-spreading explosions—every action breeds lethal potential.
Dynamic Threat Priorities: Execute healers first? Interrupt charging elites? Every turn demands life-or-death decisions.
▍Freeform Build System
Mix 112 tactical components: 12 hero-exclusive relics × 9 game-breaking equipment × 7 high-risk Burning Kindling effects. Craft builds like Blink Crit, Counter Tank, or Toxin Overload—your creativity is the ultimate weapon.
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
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
玩你这游戏跟尼罗河的时后我一直在想... 就不能过关每个人选一张卡吗? 什么脑回路硬要3个人只能养1个? 另外排2个人的意义在哪? 3个都养强度不够 然后抽一堆烂卡没有REROLL只能强迫吃屎 破烂火种跟破烂事件你自己玩过没有? 全都是负收益放上来做什么 肉鸽又不肉鸽 战棋又不战棋 爽又爽不起来 只能给差评了
Unbalanced and buggy. As someone who really enjoyed the first Indies' Lies game, I was really excited about this second release, only to get disappointed. On Indies' Lies 2: Fire Seed, they got rid of the deckbuilding, and, instead, they chose to go for party-based tactical turn-based combat (while still keeping the roguelite elements, plus some meta-progression), which, in theory, is not a bad idea at all, considering you have different classes and a wide variety of attacks and relics. So, what's the problem? The balance makes most characters almost useless. Tanks have over 40 HP and around 10 armor by default, while other classes go around 20 HP while barely reaching 3 armor. That makes sense, right? That's how usually classes go. Well, the issue is that, the more you progress, the enemies deal more damage and have more movement, so you reach a point where some enemies can basically move wherever they want in 1 turn and deal around 20 damage (and you are fighting around 8 enemies per fight). The tanks? They don't really taunt by default, so, even if you place them up front, the enemies can decide to go all around them to hit the fragile units in the back, so some of your units will be dead meat in less than 2 turns, unless you have a way to build up their armor or their attack so they can deal over 100 damage in one turn (which is not gonna happen, unless the meta-progression allows you to do so, but I didn't get far enough to get to that point). This made me realize about the only way to go through this (at least, during the first runs), just focusing on one tank, abandoning every other unit, which proved to be really useful, but at the same time destroys the whole idea of a party-based game. Now, my second problem is the bugs. The game can't catch up with its own math. I basically managed to build up a tank with an insane amount of retaliation damage, while constantly building up the armor, but I faced enemies that would also retaliate back. It wouldn't be so bad, if it wasn't because the game decided to give me all the damage first (even when they should have died BEFORE managing to hit so many times) and, before I got my armor back, the game decided to make the other units attack me (while I was still seeing how the game was calculating how much armor to give me back), where it repeated the same process, attacking me around 20 times (again, they should have died before that), and then all the other enemies came to attack me while the game wans't still done calculating stuff. That just breaks the mood to try this game again, considering how unbalanced it feels, how most characters don't feel useful and how some situation like the previous one can destroy a good build. All this without mentioning how stupid the first boss is. Don't get me wrong, I have managed to beat him, but only by dealing 140 damage in one turn, otherwise he will keep summoning these insanely strong units that will keep healing him and destroying you in the process. I'm really sad about this bad review, not only because I was excited about this game, but because the relics and builds are a lot of fun... Until you just get hit by the situations I already mentioned. Wouldn't know how to really score it, but it would be around 5/10, unless they manage to fix/re-balance the game. You can check out some gameplay here if interested https://www.youtube.com/watch?v=GDV3oTuGjkk
20小时左右打通40难,跟尼罗河2有相似,也有自己的创新,如果制作组看得到,衷心给些许建议: 1:最高难度或者后期,可以用资源(比如余烬)买一个首发角色的二选一或者三选一金色遗物,既能让后期资源有效,也能让人打完一把有打下一把的冲动,增加游戏时长,特别有些角色和biuld一旦开局拿到关键遗物,就哪怕前期吃瘪也有玩下去的动力,所谓强者更强,弱者能玩,这样也缓解了角色强度,算是一种单机补偿平衡。 2:开局还可以用资源(比如结晶)来指定第二队友和第三队友,用资源(种子)来打探关底BOSS,也是有效的巩固资源系统。特别是队友,亦可以参考1代,打完每章BOSS再新增,只不过需要调整下难度曲线,不然前三关就能通过繁琐的重开来确定配置,看似增加了随机性,实则降低爽感。 3:问号事件对话需要加速,虽然避战其实在高难不算低收益,但是目前收益太低太不稳确实感官不好,可以适当提高。 4:最后就是大家都老生常谈的,千万别砍爽的强的,可以加强弱的,这是单机游戏,祝好!
事件基本是负面的,这一点就可以差评,我辛辛苦苦打到后面不是为了让你个破事件来强制扣血的,懂?策划? 开局不要解锁太多人物,丹尼尔+迭戈+罗汉打通难15跟玩一样。主要养丹尼尔,拿到无限叠奥秘能量的遗物就起飞,奥秘新星配合罗汉被动乱杀BOSS。
職業平衡太差,職業鍊等過程沒有必要東西太多,養成素質的模式在前期差異很小,以遊戲的規模來說設計得過難和乏味,不算聰明。不管前期怎麼選怎麼練到了最後還是要團攻技能導致投資很單一,誰有團攻技能就大力的投資他,其他腳色的技能、加成根本不重要,團攻輸出角帶個滿級的稻草人坦都比另外兩個腳色有用。
打差评的人都是心理扭曲吗,这么好玩的游戏,你们打差评难道是因为在用每局成长1点属性的战士去抗每局成长10点攻击的小怪吗,是因为在用三回合一次技能的法师清理每回合刷新的怪吗,是因为在用14点攻击力的狙击手讨伐1400血量的boss吗,是因为在用三个猛男耗尽毕生靠近boss混个脸熟吗。你们真的是平时玩爽游给惯的,做游戏是给你爽的吗你就玩。
《因狄斯的谎言2:燃烧的火种》是一款有趣的战旗游戏,玩家要操控一支三人小队在游戏里进行爬塔式的战斗玩法,直到击败首领通关。游戏有着战旗和肉鸽元素的双重优点,每个英雄都有一套属于自己的战斗机制,再加上丰富的遗物和武器技能搭配,尝试各种流派花式打通关卡是非常有趣的游戏体验。 [h2]基本玩法 [/h2] 爬塔玩法,中间几个分支路径自由选择。战斗过后可以获得三种奖励,可以进行治疗或者武器技能遗物火种的自由搭配。特别是遗物可以强化三个角色中的一个,这个要么看相性强化,要么就把资源堆在一个角色身上当主C,其他偏辅助,只要养起来一个就能爽玩。 机制方面很个性化,每个角色的战斗玩法都不同,比如迭戈纯坦克留,血厚盾厚位移距离短,还有嘲讽技能可以拉怪,搭配上护盾技或者群体控制技能,牵制住敌方主力就能赢一半。枪手就是纯刺客玩法,位移长,还有超远距离的位移攻击,普通攻击甚至是位移一次触发一次,适合开局减人数以及收残血人头。法师我更喜欢卡尔玛一些,攻击距离大半个屏幕,而且还是直线攻击,纯纯AOE技能,就是位移距离太短了,走不了太远,但是在后方一直放平A技能就够了,但是比较怕敌人切后排,本身就脆,所以打BOSS的适合不太占优,主要还得看配合。还有其他角色可以选择,升级酒馆后就能看到其他队友。 [h2]优点 [/h2] 1、每个房间的标志是什么内容,在下方会有对应的解释亮起,而且ui颜色并不突兀但还能一眼看到内容,这个真的值得所有肉鸽爬塔类的游戏学一学。 2、玩法有趣,角色个性化能力做的很到位,每个英雄的玩法都不一样。 [h2]缺点 [/h2] 资源养三人小队确实不太够,敌人成长的也比较快,对比起来遗物系统更是只能强化一个人,其他两个人反而被这个成长系统拖累了,即使作为辅助在后面的表现也不太够看。 [h2]总结 [/h2] 《因狄斯的谎言2:燃烧的火种》作为一款续作,游戏的质量是在进步的,无论是画面还是机制都有不错的提升。角色的个人技能合玩法也设计的很有趣。不过数值平衡方面有点问题,我方能养成三人小队的资源还是比较有限,希望能加强这一步的内容。期待制作组的日后更新,喜欢战旗游戏的玩家可以试试。 [quote] 高玩研究所,为高玩而生。 [url=https://store.steampowered.com/curator/45487028/]点击这里关注高玩研究所~[/url] 一起努力成为高玩吧! [/quote]
[h1][b]卡牌变战棋,冒险小队再集结[/b][/h1] 《因狄斯的谎言》续作来了,制作组大胆革新,将卡牌类型转变为了回合制战棋,《因狄斯的谎言2:燃烧的火种》养成、构筑等玩法更加丰富,玩家可继续组建三人小队,在奇幻大陆展开冒险。 本作最直观的就是画风变化了,游戏采用了卡通画风,人物变得更加Q萌,棋盘、界面UI等设计也更加成熟。 游戏底层仍使用了《杀戮尖塔》一样的分支地图,上面包含了各种战斗、随机遭遇、强化事件等,玩家可选择合适的路线。 值得一提的是本作将战斗细分为了遗物战、金币战、火种战等,更适合构筑规划,此外细节方面也做的不错,鼠标悬浮到下方类型上地图会高亮对应事件,还可一键缩放查看全图。 战斗部分就是大家熟悉的战棋了,这部分采用了斜向俯视角,整个战场一览无余,无需额外的视角操作。 点击己方角色系统会高亮可移动范围和攻击范围,这两个操作可以变更顺序,部分情况下可以攻击敌人后撤到安全位置。 游戏还拥有地形设计,比如在草丛中就有概率闪避、沼泽则会附加中毒效果,玩家也可以利用这一点,吸引敌人走到危险地形上。 本作保留了前作的小队模式,玩家可以从随机出的冒险者中选择搭配。 角色类型很丰富,诸如战士、肉盾、刺客、法师等,这些角色的技能设计差异化也很明显,比如绮丽就依靠位移来刷新主要输出技能,每回合自带的位移加上角色位移技能可以刷新多次。 构筑方面,游戏提供了一系列简单易懂的道具,诸如增加伤害、护甲、为范围内敌人施加减益效果等,玩家可以将其拖动到角色身上,其中还有一些是角色专属的,如此一来可以定向培养。 整体来说《因狄斯的谎言2:燃烧的火种》的变化非常之大,如果你是前作粉丝或者玩腻了Rogue卡牌的话,可以尝试下。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
總而言之是遊戲性還不錯的戰棋類遊戲,其他玩家講到的局外成長不好的部分,我覺得是還好 但這遊戲最嚴重的問題是平衡太差,必須要把資源全部灌到其中一個角色才能贏,然後那一個角色唯一解就是最一開始的法師丹尼爾,剩下兩個沒有拿裝備的小夥伴就只能拿來過度前期關卡或是後期拉怪坦王。 第三層王無論哪隻都是會出海量的爪牙,尤其迦納還會有無傷盾,其他刺客或戰士腳短又沒範圍技能,根本沒辦法在後期清怪。 打到最後只要道具有買到稻草人幫忙坦怪,剩下就看丹尼爾一個人表演。這不是說丹尼爾太強,而是其他腳色太沒用,在打高難度的時候不值得投入資源。(甚至我在打難度0的時候,資源全部投入給羅漢,但遇到尾王是迦納也一樣沒救)
The game is truly amazing. So many awesome mechanics and I just started to play. So much awaits.
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