
Arena-based hack-and-slash combat Fight off waves of enemies with the weight of your hammer and the grace of your sword. Spellbinding Visuals A hybrid of 3D and hand-painted art styles, animated to create a breathing, if not quite living, world between worlds.
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El juego es estéticamente muy lindo y tiene una jugabilidad entretenida. Me hubiese gustado disfrutarlo por más tiempo, ya sea que: hubiesen más niveles y oleadas antes del desenlace; o la cinemática final abriera camino a una continuación del juego.
Arena tabanlı hack-and-slash savaşı Çekicinizin ağırlığı ve kılıcınızın zarafeti ile düşman dalgalarına karşı savaşın. Büyüleyici Görseller 3D ve elle boyanmış sanat tarzlarının bir karışımı, dünyalar arasında oldukça canlı olmasa da nefes alan bir dünya yaratmak için canlandırılmıştır. Gerçekten kaliteli bir yapım.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
총 3스테이지 무난히 깰만함. 난이도 매우 쉬움.
oyun oynarken geçirdiğim en zevkli 10 dakikaydı
Not bad, not great, way too short. I really don't know what else to say. I died once as I wasn't paying attention and even with that it took me 12 minutes or so to finish. Free sh1t so can't complain I guess.
Very short but extremely well made! I really like this concept and hope it has a fuller release at some point. Awesome job devs! :D
Fácil y sencillo. Es corto, pero muy divertido. 9/10
I was pleasantly surprised by the structure of the session, albeit the early signs of shallow waters for combat held true. All enemy varieties except the bats are sluggish enough to be dispatched before they can try even a single attack, and consequently that exception ends up as just a moving target. Pre-rendered cutscenes are a beautiful bygone delicacy; for some reason I found the enemies' annihilation to be exceptional shots. The Friedrich's "Wanderer" composition and the emotional ambiguity conveyed at the end was cheesy and captivating; in short, a lot of the game feels like an excuse to flex some graphics on a custom engine; whether or not I broadly agree with that pursuit these days, I can't deny it to be a beloved ambition of the medium, and here it nurtures a nostalgia that not many avenues are offering except for their primary sources. The game is testing my endurance on attributing a "Land" mood to so many games; variability of locales and a small yet magical discovery of the path of rising islands; these are present but not yet fully activated through the design. I would suspect that Nerve games are so readily abundant in the catalogue due to the instructors and their rubric's ability to fall back on the establishment of basically every famous game prior to the colloquial inception as an art form (late 5th or early 6th gen in my humble opinion). On second thought, the attributes of Land game design seem to begin and end with the members and instructors who are responsible for the artistic rubric. Alright, alright, it's a Land game; kudos specifically to Ryan Davis, Trevin Dahl, Amy Kim, Josh Bechtol, Anoop Herur-Raman, Blake Johnson, and Sierra Keeser for making me screenshot the credits for this bit. The 2-3d style lauded in a similar manner by Bastion is distinct from the style of Final Fantasy's posterboard environments, even though they operate identically. Perhaps the difference just centers my bias around the constituent elements; preferring a world map with movement and scale rather than static challenges, for example. Even though the second level wasn't as intricate as Midgar or Esthar City, it still had enough of a vibrant distinction from the previous area, whereas the pith tones of Bastion's first few levels reveal its age more than any other feature. Isles of Limbo gets a B for Big Crystal, Quick Beater.
局限:无中文无成就流程短 游戏类型:动作 游戏内容:疯狂战斗,砍砍砍,砍完所有怪就进入下一个地图,砍死小怪可以掉爱心,爱心可以回血。 可玩性:中 评价:不死的话通关一次就10分钟,操作手感有点奇怪,不过还能接受,属于小甜品。 评分:6/10
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.