
Indie souls-like with innovative fight system where you practice your Katana on the path for endless improvement; again and again.
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam only; Xbox, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 73reviews | 68% | — | $21.2K |
| $14.99 | 88ratings | 66% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
3/10 Игра продвигает боевку, как свою главную фишку - и эта фишка ужасно кривая. Странные хитбоксы, всратые анимации, зачастую плохо телеграфируюемые атаки противников - крайне сложно получать от этого удовольствие. Вкупе с уродливым визуалом и отсутствующим сюжетом желания играть в нее дальше не вызвала.
Indie Sekiro. Similar to Sekiro, you have several stances (low, medium and high) for attack and defense. In order to parry, you need to match your defending stance to the attacker's stance and in order to attack you gotta mismatch your attack's stance to the opponent's stance. You can also evade but it consumes stamina way quicker than just parrying. It gets really hard when fighting multiple opponents because you can only parry one attack at a time so you gotta evade and keep some distance between the attackers all the time. It's quite hard not gonna lie
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Languages: English, Russian, Ukrainian, Simplified Chinese
| $14.99 |
| 46ratings |
| 59% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A very inuitive game to learn from ones beginning's...very Cool!!! <3 The Swordsmanship seems basic and binary at first glance then you realize there is way more to it than meets the eye ; )
游戏应该是慢慢推进的关卡,你认识路的话可以直接找到并击杀BOSS,就可以通过关卡,但是分数会较低。但是你如果在中途死亡,会进入与影子的决斗,决斗胜利,保留武器和被动从死亡关卡重新开始;决斗败北,这局游戏结束,失去武器被动,虽然从头开始,但你在第二关死后,下局可以选择从第二关开始。 主要分为两种攻击方式,一开始因为游戏名叫“型”,加上以前玩过《剑豪》,本以为攻击方式会十分多样,能和敌人见招拆招,但实际就分为上段和下段两种攻击方式。细分的话你可以通过蓄力的方式攻击,也可以通过在刀发光的一瞬间按下另一个攻击键造成连击。同时决斗中可以通过上段反击上段这类方式来进行格挡,也能主动格挡。 每把刀都有耐久度,身上可以带一块磨刀石磨,刀损坏则会进入肉搏格斗的模式,因为每个地图里的持械敌人都会掉落武器,有一些属性差异,比如攻速、伤害、耐久度之类,第二关的敌人还会掉落薙刀。可惜同一种刀模型都一样,甚至颜色都没啥变化,不然还挺有意思。而且盔甲之类的掉地上好像也没法捡起来。 角色主要属性分为力量(伤害)、敏捷(闪避、连击速度、闪避消耗)、健康(血量)、呼吸(呼吸槽,类似体力),在大佛雕像加点。杀死一定敌人可以获得被动效果,选择装备在解锁的槽里,效果有类似增加上段伤害、开局获得胸甲、长按闪避增加距离等效果,一开始我理解有误以为死了会让所有被动都丧失,现在观察后确定:应该是你装备在身上的被动效果会失去,如果你什么都不装备就能屯被动了。以及经验在彻底死亡后的确会清空,但如果结束前打败影子就会保留你的经验。 画面方面,模型比较简单,配置要求也很低,就是光影我不太喜欢,看起来有点朦胧,有意思的是模型虽然简单但是有断肢系统,一开始尸体没头我还以为是bug,后来砍了一条腿下来才确定有这个系统。 打折可以考虑入。 PS:刚刚发现道场里师傅后面摆着的武器可以捡起来,而且道场两边还有两个敌人,击杀一个就给一个被动,不知道是不是固定的。 PS:鼠标滚轮的那个圈,一旦范围内有敌人,就会摆出架势进入对峙状态,有点类似锁定,这时候就无法快速跑动了,所以要是想跑路,可以把圈缩小,范围内没有敌人就会跑起来。不知道是不是漏看了新手教程,看社区才知道ctrl是消耗呼吸的冲刺跑,但是对峙状态的时候按ctrl也会耗呼气槽,但速度却没什么明显变化,不知道是不是因为没做完。
Nice atmosphere game, would recommend!
游戏对于魂玩家比较适合,但是场景过黑,实在是黑得完全看不见人,打斗纯靠地板上那一点点灯笼的光看,在和敌人对战时会出现锁定敌人后闪避卡顿的情况,游戏场景物体体积碰撞设定有问题,经常会闪避的时候卡在原地,同时武器攻击后摇非常长,长得离谱,这就会导致攻击后只有两个选择,一个是闪避一个是格挡,而如果蓄力到最强攻击,后摇甚至长到没办法按出闪避,而敌人这个时候已经从被攻击的后摇中解放出来了,也就是说你打了别人,自己会停在原地很久,必吃别人一个反击。一对多时会出现攻击方向错误的情况,就算已经锁定了一个敌人,你的攻击也会偏离锁定的方向,不知道这是为什么(比如你向前攻击,在前腰时动作是向前的,但是打出去了就会变成向右打击)我不知道为什么魂系列游戏都有这么一个通病就是总喜欢把画面搞得黑得不能再黑来营造一种所谓的紧张感,我只觉得我控制的是一个残疾人,眼睛瞎,肌无力。
楽しいね
재밌음
为啥只有键鼠适配?手柄的适配。。不说也罢。。
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