
Fight Japanese-folklore-inspired Yokai in a ink-brush illustrated Dungeon Crawler! Set in the moonlit city of Ido, the world has blackened under the 'Ink of Ruin' disaster. Conscript & customise your team of warriors as you venture deep into labyrinths and ink your destiny in a winding narrative...
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About





Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, 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
Not very fun. It is too grindy and not as thrilling as I hoped. The harshest criticism I can give: I'm not even mad. I'm just disappointed.
ЯПОНСКИЙ ДАНЖЕНКРОУЛЕР - нашему человеку тут делать буквально нечего https://youtu.be/tndQvCivdDE
時間が空いたときにさくさく進行
何と言いますか・・・私(アナタ)のため「だけ」にある迷宮なのだなと思います。 前人未踏の迷宮であり・・・ぶっちゃけゲームをクリアしなくても「時が止まってくれる危機感のない迷宮」なのだなと。 イベントメッセージ、イベントバトルがないと「そういう判断にならざるを得ない」ですよね。 ゲームスタート時には「大勢いる冒険者の中の1つ」であり、様々なイベントを経て、 最終的には「突出した冒険者」になるのでは? <良い点> ・和風であり、なじみやすい ・宝箱のワナの開錠は「結構おもしろく、前例がない」 ・システムはオーソドックスで逆に分かりやすい <悪い点> ・迷宮の数は2倍はほしい ・シナリオが単調だと思う(オレだけか?) 追加シナリオがありストーリーが充実したのなら「追加シナリオを買います」。 非常に惜しいゲームだと思います。
セールで買いました! セールなら買ってもいい値段です。 一通りストーリーをプレイしてみて賛否両論になるのが分かる気がします。 良い点 ・ウィザードリーの亜種 ・マップや階層で一気に経験値が跳ねる 悪い点 ・テンポが悪い(ストーリーが短い) ・挑戦できるマップが少ない ・雑魚は攻撃オートで済むがボスだけ難易度が上がり過ぎてレベリングが必要になる ・タンクの意味がない ・レアドロップが無いのでさっさと進んでそこで装備集め ・侍が糞弱い ・何でもかんでもレジストで最終的に殴るだけになる ・宝箱の仕様で何度も罠を見破る→解除を繰り返すので非常に箱明けのテンポが悪い 総合的な評価ではセールなら買い(1,000円以下)かなと思います。 実際にプレイしてみて他の方、特にbadを付けている方の話を読むと納得できる面が多く、ボスや雑魚は状態異常を食らわないことばかりなので自分のPTをバフ盛りして殴るだけになります。 特に戦略は必要なく、HPをガン盛りするだけで行けます。 とにかく前衛後衛共にHP上げでヘイト集中などのスキルが無いため耐えて殴るこれしか攻略がない感じになりました。 普通のウィザードリー系をプレイしてる方なら温く感じるかもしれません。 宝箱の罠が満月状態で100%開錠出来るのかなと思ったが、よく失敗するカギだけカウントされトラップが起動し魔法没収など結構食らうのとやたら奇襲され(奇襲率ダウン、奇襲率UPスキルを使っても)ボスにすら奇襲を食らう。 墨の仕様が後半からウザくなる、金が必要なくなる、アイテム(帰還巻物)などは自分でマップで採取してアイテム屋に売らないと買えない、買っても売った個数だけ買えるなど微妙な仕様になっており、宿屋は無く帰れば即時回復、死人は直ぐに寺へGO(金節約すらできない使うところもないのだけど) 初めのステージから進んで3ステージ目の寺に入った辺りから経験値がインフレし始めます。 セールで試しに買うなら良いかもしれませんが決して良作とは言えません。 絵が常にほとんど白黒なので火なのか氷なのか絵で属性判断出来ません。大抵火なので笑います。
[h1]宫锁心墨[/h1] 一款水墨风的DRPG类冒险游戏,支持繁体中文。剧情上设定在一个被名为“墨兽”所侵蚀的世界,玩家需要以减墨者的身份组建由各种族各职业组成的队伍,深入锁宫消灭被墨感染的怪物。第一视角的迷宫探索有点绕,但是好在小地图非常的清晰,也不需要你手动画图。核心的战斗玩法上比较讲究前后排站位与职业配合,建议选择支持自动保存和时间倒转的一般难度。此外,游戏里的诸多机制还涉及到很多玄学概率问题,好运气也是你通关的重要因素。 [h1]独一份的东方美学DRPG[/h1] DRPG这种游戏类型可以说在当下本身就已经十分稀缺了,印象中近些年比较能打的似乎也就只有SEGA那个《世界树1-3高清重置合集》了。这个品类通常需要有较高的游玩耐心和精妙的迷宫设计,在这个浮躁的时代确实也很难有厂商愿意去尝试。 因此有这么一款具有东方韵味且以“墨”为主题的DRPG出现,至少在题材及类型上我就觉得可以先给一个鼓励性的好评了。 [h1]丰富的职业和有趣的探索[/h1] 在多少有些怪力乱神的世界观下,游戏共有人类、灵巫、金刚人等六大种族及诸多的子职业。角色有力量、敏捷、智力等六维属性,并有仅限于本职业的武器装备。此外还有善良、中立、邪恶三大个性,其中善良和邪恶有特殊增益,但善恶不两立的江湖规矩导致你的队伍配置也会受限。 角色在探索的过程中遇到雾状的物体便会触发战斗,前后排的作用就显现出来了,整体遵循前排T后排DPS的设置。游戏的各项战斗数值都偏小,但也伴随着大量的MISS,无形中拉长了战斗时间。如果条件允许的话,或许附带攻击效果的圣水才是最好用的。 [h1]坚定的检定、鉴定[/h1] 除了战斗时惊心动魄的MISS率之外,游戏中还有很多地方都不乏需要“碰碰运气”。比如说战斗时掉落的宝箱需要查看鉴定和开锁鉴定;获得的装备乃至药品也需要鉴定;花血本复活战败队友还是需要检定,甚至一不小心就灰飞烟灭了,真的是相当刺激! 如果放在别的类型里,我真的会吐槽这种频繁的检定机制繁琐不说,而且过多的失败次数无疑会加剧玩家的挫败感。但是一想到这是DRPG类型,似乎又能释怀许多了,咱玩的就是那个味! [h1]总结[/h1] 美术风格符合国人审美,玩法内容也相当丰富的DRPG佳作,这种类型真就是且玩且珍惜。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见
I enjoyed Labyrinth of Zangetsu quite a lot, though I understand the mixed reviews, as it isn't without it's flaws. So positives: - you get a solid dungeon crawling experience, one that's not too hard, but complex enough to be interesting. - the black and white graphics, while off-putting at first glance, actually work really well for the story being told. The dungeon backdrops and the enemies are beautifully crafted, and the region is a pleasure to explore. - there are a ton of quality of life systems in place, including the ability to run while inside the dungeon, sneak if you want to avoid random encounters or even the set ones blocking your path, as well as fast combat when you're looking to blast through enemies beneath your parties skill level, allowing you to quickly get back to deeper regions without having to entirely re-navigate the earlier parts you've already conquered. Where the game lacks: - the world is not that big all told. Though there are technically five dungeons on the map, the first two are part of the same area, and the last is just a glorified final boss/endgame farming arena. So what you're really getting are three solid dungeons. Those are all really good, don't get me wrong, but the game could have benefited from another two on top of what's already there. - the levelling system is something you'll either love or hate. It's Wizardry-esque, in that you gain and lose stats at random on level up, and switching classes takes a hit across the board, with some elite classes requiring minimum stats to transfer into. There is also a chance for permanent death for characters, but none of that's really bad imo, and it's certainly nowhere near as brutal as Wizardry can be. The bigger issue is that the difficulty is very much front-loaded. Many of the earlier encounters, with large numbers of enemies and aoe attacks that are artificially harder to take on because your characters lack mid-level skills such as aoe heals/attacks and taunts. Couple that with the fact that the money drops are low, while the resurrection costs are high, and in the first 2-3 dungeons you are very likely to suffer deaths you can't afford to recover from, forcing you to more or less start from scratch to bring new characters up to date. Much of this disappears in the latter half of the game, where money is plentiful for resurrections and exp gains are huge enough that it's very easy to bump new characters up to a level of being useful even if they aren't at the same level as your main team. I actually had a complete wipeout due to hubris in the back end of the final boss arena where I let my main team all get petrified, but even only having one high-end reserve cleric character, I was able to relevel a new group capable of recovering the corpses of my original team in 20mins, whereas similar experiences at the start of the game set me back hours. - the achievements, for those who care, are kind of gaff. This is likely a result of the games lack of content, since many of them are long grinds, either trying to get what feels like 0.1% drops off rare spawn enemies, or racking up 15k kills in a game where you'll likely take the end boss down with well under 5k. The worst, however, are the gated playtime ones, the largest being 100 hours, and these are specific to a single file, so you can't even rack the playtime up playing a new file to try the bosses out again. Essentially, the game is about 20-30 hours actual play, with a further 30 hours of grinding achievements, and then 40+ hours of leaving the game running in the background while you do something else, which is limited in terms of your PC as the game has to be the active main application to generate playtime, else it automatically pauses itself. So all told, not a game I'd recommend buying at full price, but not something I would avoid when it's on offer either. There's a lot to like here, I just wish it would have been a little bit longer.
如果是喜歡魔法6的戰鬥感的人,或許可以玩一下這遊戲。
完全不推荐,只能自动存档。升级需要凸点,还是随机的。
I hate giving this a thumbs down review because its not a bad game, but just that its low on the list of dungeon crawlers I'd actively recommend. It's fine, its average, its a game that you can play... but my time so far has been just that "A game I can play". (And it is pretty) The real problem with Labyrinth of Zangetsu is that it's old-school in all the wrong ways. Stat growth is pure RNG including losing points, combat is oldschool-style mostly "ATTACK", chests are trapped, all decent gear comes from random drops, and permadeath is a random chance. None of this is "bad" on it's own, but it IS punishing. When you're struggling, you need something to drive you forward: Fun dungeons, exciting combat, interesting inventory choices, the thrill of overcoming a good challenge. There's been no point I've felt that this is a bad game, but nothing stands out. I'll probably put in a good amount more time here, but I'll be quite surprised anything makes me rethink this review.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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