
Freely combine mechanisms such as "Time Stop", "Rebound", and "Execution" to create your own unique swordsmanship school. Multiple weapons equipment, over 10 skills, and unlimited possibilities for combination. The BOSS will mock your mistakes and also recognize your actions to respond accordingly
Modeled estimate, not a reported figure. How we estimate →
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About
The Art of Mastering Time: Carving Out a Path to Life in a Static World
In this game, time is your most powerful weapon and shield. You do not rely on brute force to crush the enemy, but rather on precise timing control to defuse crises and defeat the enemy in the ever-changing battlefield.
【 Time-stop Force Field 】 : The strategic core that governs the battle situation
Actively trigger the time freeze, freezing the surging offensive in an instant. This is not only an escape window to dodge a fatal blow, but also the combat command post for you to launch a perfect counterattack. Observe calmly, formulate strategies, and then defeat the enemy in one fell fell.
【 High-speed Mode 】 : A high-speed game that reverses life and death
When you need ultimate precision rather than overall control, activate the high-speed mode. In this state, your movements are as swift as ghosts. You can see through the enemy's opening move in milliseconds and interrupt their strongest ultimate move first.
【 Integrated Offense and Defense 】 : The magnificent skill from blocking to counterattacking
Battle is far from just about offense. Master Parry and turn the enemy's strength into your own. Seize the perfect opportunity to block and create a huge flaw. Even engage in a fierce battle with the BOSS or use a sharp blade to cut down bullets. Your skills determine the magnificence of the battle.
【 Twin Weapons 】 : A freely switchable killing rhythm
Katana: Pursuing speed and combo attacks, tearing apart enemies like a gust of wind and thunder.
Great Sword: Pursuing power and suppression, ending the battle with a devastating blow.
Switch freely according to the battle situation, seamlessly connect the two combat styles, and deliver smooth and fluid Combo attacks.
【 Smart Opponent 】 : Every battle is an immersive dialogue
Your enemy possesses "wisdom". They will keenly observe your fighting style and provide real-time verbal feedback and teasing on your brilliant moves or mistakes, making every battle full of immersive interaction and challenges, as if you were going head-to-head with a real opponent.
This game was completed independently by an individual.
【Game Content】
The world is so vast. I want to see it - even if it costs the whole world.
She was once the shadow forgotten in the corner of the village, a girl daydreaming. The only belief was to swing the rusty iron sword in her hand day after day, dreaming that one day she could cut through the mountains that had trapped her and see the vast world depicted in the poems.
When the sweat finally paid off for recognition and the dawn of hope was just around the corner, disaster quietly descended. The familiar villagers behaved strangely overnight, and the familiar village was shrouded in inexplicable whispers.
Now, she must hold fast to the sword that was originally intended to open up the future, confront her closest relatives who have fallen into madness, and search for the truth in the fog.
Is it to protect this place that has nurtured her but also imprisoned her? Or, regardless of everything, go after that tiny yet scorching light?
Her dream, your choice. 
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Korean
Reviews
先说结论,目前不建议任何人购买,完完全全的半成品,甚至半成品都不如 优化差,ui简陋,操作反人类,手感极差,bug多,地图又大又空还塞了一堆空气墙,缺少指引/指引顺序太乱,小怪意义不明,跳跃直接就能跳过去,商店上面初看技能买不了全是演示和操作说明,购买全藏在底下了,还有文字描述错误和奇妙小bug,比如f重击和商店f打开,但是贴脸了都是重击,f加空格才能打开商店,剧情完全没有看的意义,塞了几个npc站桩对话但是每个选项只有两三句话而且内容像是谷歌翻译二十次 打折7.2就很不值,原价18根本就是在抢,制作者态度好和游戏质量差并不冲突,因为他三年开发和热度褒姒独立制作人等标签无脑支持和给好评大可不必
整个游戏玩了大约三个多小时就全通关了,中间也不断遇到了bug联系作者修复,也及时修复了。 建议打完第一个boss后,在传送点一定要按照剧情去无名峡谷,千万不要点村子,不然可能会出现数据清空,游戏重新开始得情况,作者自己测试没有问题,不知道是不是我得个例特殊情况,反正只要按照剧情去无名峡谷之后,再去点村子就没问题了。 游戏打斗操作十分简单,基本上不断左键攻击,右键及时格挡敌人攻击就好,面对敌人远程攻击跳起来躲避更好,格挡可能会被破防。 虽然游戏中还有很多独特技能可以使用,但是效果最好得还是回血,别的技能消耗大伤害低前摇大,会被打断得不偿失。 游戏中还有一些不足之处,比如有时候格挡后会暂时动不了没法进行反击,玩通关了也没有明白游戏剧情是什么。不过作为一个人开发得独立游戏,已经很不错了,所以支持一下。
Thank you for providing access to the playtest. I bought the game. I liked the game because of the character movement — it’s really well made. I wish you success! 感谢您提供试玩的机会。 我买了这款游戏。 我很喜欢这款游戏,尤其是角色的动作,做得非常棒。 祝你们成功!
通关后的文字能感受到作者的真诚,不得不来给个好评
Labyrinth Sword Princess, developed and published by 黄烁强002, feels like the kind of indie action project born out of personal obsession—a game built not to mimic the genre, but to chase a particular thrill: the satisfaction of mastering a blade against overwhelming odds. At its core, it blends fast-paced hack-and-slash combat with rhythmic time manipulation, set inside a somber fantasy world that immediately conveys tragedy, corruption, and unspoken history. The premise is straightforward—you step into the role of a young swordswoman whose peaceful life collapses under violent supernatural forces—but the game uses that simplicity as a foundation for its real focus: skill expression, mechanical experimentation, and high-stress combat adrenaline. The combat system is the heart of the experience, and it’s where the game distinguishes itself from countless indie action RPGs. Instead of relying on basic dodge-and-slash design, it integrates multiple distinct mechanics—time stop, temporal acceleration, parries, execution finishers, and weapon swapping—that reward players who think beyond button-mashing. Stopping time to interrupt a deadly attack, switching from a fast katana to a heavy execution blade, and punishing an enemy’s exposed moment with a counterstrike becomes more than just a sequence—it becomes a problem-solving exercise. Encounters demand awareness, timing, and adaptability, especially when bosses taunt, react dynamically, and punish hesitation. The result is combat that feels improvisational rather than scripted, giving victories a satisfying sense of personal authorship. Enemy encounters and level structures reinforce that intensity. Areas are compact, dangerous, and filled with ambushes, narrow chokepoints, and enemies designed to teach specific lessons—spacing control, momentum management, timing precision, or reading attack telegraphs. Bosses act as culmination points rather than simple difficulty spikes, forcing players to use every system the game introduced instead of ignoring them for comfort strategies. Success rarely comes on the first attempt, and while some players may find the difficulty uneven, that learning curve becomes one of the game’s defining pleasures. When everything finally clicks and a previously impossible encounter turns into a flawless execution, the sense of accomplishment feels genuine rather than manufactured. Visually, the game reflects its solo-developer origins—modest but atmospheric. Environments are shadow-drenched and oppressive, shaped by ruins, caverns, corrupted architecture, and blood-tinged landscapes that evoke a world already lost rather than one waiting to be saved. Character designs are stylized and striking, with the protagonist’s animation work doing much of the emotional storytelling. The soundtrack reinforces that tension with melancholic melodies, sharp combat cues, and eerie ambient tones that elevate exploration. While it lacks the lavish polish of big-budget action titles, it compensates through mood, thematic consistency, and intentional framing—every location feels like part of a larger, unseen history. Narratively, the game keeps things intentionally sparse. Instead of lengthy exposition dumps or dialogue-heavy storytelling, it uses brief interactions, environmental hints, and enemy design to suggest what has happened and what may come. The protagonist’s journey is framed by loss, betrayal, and survival rather than heroic destiny, lending the story a grounded emotional weight. Some players may wish for more narrative depth or world-building, but the minimalism aligns with the game’s pacing—it never interrupts momentum or forces players to disengage from the action. Of course, the game is not without flaws. Its ambition occasionally exceeds its structural resources. Some animations, transitions, and visual effects lack refinement, and certain combat encounters can feel unbalanced, either too punishing or too easily exploited. Navigation through environments sometimes exposes repetition, and a few technical hiccups—bugs, camera awkwardness, or hitbox inconsistencies—momentarily break immersion. Content scope may also feel limited compared to longer, feature-rich action RPGs. Yet these issues read less like negligence and more like growing pains of a project built with passion rather than a studio’s pipeline. What ultimately defines Labyrinth Sword Princess is the way it respects the player. It assumes you want to learn, improve, and take responsibility for your failures rather than blame the game. It gives you a deep mechanical toolbox and trusts you to figure out how to use it. It treats combat as a craft rather than a spectacle—something to practice, refine, and eventually master. For players who crave mechanical challenge, tight swordplay, experimental time manipulation, or indie action games driven by personality rather than formula, it offers a compelling experience that lingers longer than its runtime. Labyrinth Sword Princess may not compete with polished AAA action titles, but it doesn’t need to. Its strength lies in intention, identity, and heart. It’s a game that knows exactly what it wants to be—and for the right kind of player, that clarity is more valuable than scale. Rating: 6/10
这个动作玩法没有突出精髓吧,玩法没有那么突出,所以吸引力是没有那么强的,我自己平时也没玩过这类游戏不是很清楚。 诚意还是很好,动作做的挺好,但是交互界面的舒适度,和引导新人的剧情和教学确实需要抄一抄别人的,太过于简陋而且没考虑到可能整个框架弄好了这种反而不好搞了。 地图有点太空旷了不知道干啥,除了塞宝箱,个人也不是很喜欢藏宝箱的内容,总之大半时间就是跑跑跑,剧情也没看懂。 还有个很重要的问题就是很多技能和连招,空有其形没有特点,导致打法单一,而且都不是很强,比如破甲能力啥的增幅,只能靠高频打击,击飞属性有点可有可无,可能是我没玩出来。
加油,支持一下作者
불렛타임을 이용한 세키로 같은걸 생각했으나 까보니 뭔가 애매하다. ui도 굉장히 불친절, 한국어가 지원되긴 하는데, 질낮은 중국산 양산형 모바일게임에서나 볼거같은 번역에, 절반 이상은 중국어 그대로 뜬다. NPC 머리 위에 뜨는 (정황상 상점 이런거겠지만) 것들은 언어 관계없이 전부 중국어. 현재 내 그래픽카드가 3070인데, 자동으로 잡아준 옵션은 중옵, 그럼에도 GPU 사용률은 90~95%에 육박한다. [b]그것도 메인화면에서 말이다.[/b] 그리고 전반적으로 사운드가 너무 큰데, 설정에서 조절 가능한 볼륨은 배경음 단 하나뿐이다. 믹서로 직접 줄여야한다. 캐릭터 디자인이나 타격감, 액션은 그래도 괜찮았는데, 언어의 문제가 너무 심해서 지금 당장 하기엔 무리가 있어보임. 그래도 게임오버때 일러스트는 봐줄만했다 지금으로선 묵혀놨다가 가끔 생각나면 꺼내보는 정도로는 괜찮을거 같음
安くて、比較的に低スペックPCでも動作するゲームを探していました。 1~2時間くらいゲームをしてみましたが、想像以上のゲームでした。 動作が軽快な、セクシー剣技アクションのような印象でした。 日本語の対応状況は、そこまで良くないといった感じでした。 スマホでは無く、ゲームパッドでゲームプレイ出来て良いです。 タイトルにラビリンスとあったので、迷宮的なゲームと予想しましたが、 序盤ではそれほど無く、ラビリンスの迷宮的な要素は控えめな感じでした。 そして、見えない壁や後ろ向きの道しるべ看板などが気になりました。 今のところ、宝箱にお金しか入っていない感じがしてもったいないです。 現状では、未完成の様な印象の場面が多々見られるのが少し残念です。 ザコ敵などのバリエーションも少なく、似たような敵が多い感じです。 ですがセール中に買ったので、相応の価格でそこまで不満はないです。 ただ、やっぱり日本語に完全に対応するのかしないのか気になります。 これからも、アップデートなどあるのか期待したい作品ではあります。 評価は期待の意味では、5段階で★4くらいは付けられると思います。 後日に久しぶりにゲームをしたら、闇夜山で身動きが出来なくなった。 落ちた先で出られなくなったので、任務にリタイアなどが欲しいです。
潜力不错,希望多来点好看小姐姐,穿的越少越好哈哈。总之3.6真香!
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