
Wake up and walk, Warden! Because the siege continues. We must find the Heir... And finally put an end to this cursed night.
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Languages: English, Spanish - Spain, Simplified Chinese
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
为了找成就达成方式打了好几遍最终BOSS,又找遍互联网都没有提示,提问开发者后被告知是要用困难模式从头到尾打一遍。[strike]谢邀,如果有“无伤模式”我可是会从头到尾无伤通关的人。[/strike] // 因为深知自己技术不行,以及南方冬天确实会冻得手关节僵硬,所以起初我对类魂游戏并不感兴趣,玩过几个类魂游戏要么是新手村都没过直接卸载了,要么是开无伤模式纯当解谜游戏玩。所以能把这款游戏加入购物车完全是冲着“塞尔达”和“像素风格”去的。 // 历经14个小时后,也终于是发现了一丢丢“类魂游戏或许有点好玩”的现实。对此,我对《无尽长夜》是感恩戴德,谢谢你开拓了我的游戏眼界。相比较其他类魂游戏来说,这款游戏的难度适合对类魂游戏接触不深想要一试的玩家。游戏战斗考验技巧和攻守节奏,丢失节奏你就会被敌人逼至角落毫无还手间隙。[strike]也挺好笑的。[/strike] // 同时采用类“塞尔达”的能力解锁设计,玩家需要获得特定道具和技能,才能解锁前进道路。拿到道具后也不必着急前往新区域,再退回探索一下,会有隐藏新发现。[spoiler] 游戏解谜环节占比较多,但不同于塞尔达系列游戏,通过解谜和战斗获得的道具仅仅只是武器而已,并没有其他特殊的用法,比如飞檐走壁或是下水游泳此类。[/spoiler] // 游戏在击败敌人后可以获得各式各样的的新的武器。[spoiler] 武器外形都是平平无奇的日常用品,以至于一开始我拿到新武器都没想到这是有什么用的道具。[/spoiler] 虽说不同武器不同技能的设定可以增强游戏的可玩性,但我真的是遇到本命武器后,一路用到BOSS战,新武器不上手完全成了摆饰。 // [b]但总体来说这是一款不错的游戏,定价合理,值得一试。[/b]
Super nice experience with charming characters, great combat and excellent music
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Un excelente ARPG tipo souls de esos que ya casi no se hacen. De verdad me gustó muchísimo la exploración, los items, las batallas, el OST, los puzzles, el diseño, la jugabilidad y a pesar de ser un juego con un mapa relativamente corto, su tiempo de duración. Magnífico.
《无尽长夜》是由来自西班牙的独立工作室DigitalZeon制作的一款像素风俯视角动作冒险类游戏,玩家将扮演战中殇夭死而复苏的主角骷颅君,为了解开自身诅咒因而踏上追寻继承者的旅途。 整体游玩下来,本作叙事部分相当优秀,战斗部分也极具挑战性,背景音乐的制作更可谓独具匠心,诚心希望制作组未来可以推出游戏原声带。值得一提的是本作的原英文译名是“ Last Night of Winter”,也即“最后的冬夜”,尽管中文译名中没有强调冬天这一季节背景,却通过“无尽”一词巧妙实现一语双关,不仅指代冬夜之漫长,还赞颂了骷颅君永恒坚定的意志,其不仅是自在之物,更是对希望和勇气的无尽追求。 先说说游戏的探索和战斗部分,在本作中有着许多风格各异的武器,每种武器都有独特的音效和独特的操作方式还有手感,它有着和类开放世界一样相当之高的自由度,而非线性探索的解谜部分一些由平台跳跃平替,隐隐之中类恶魔城的锁钥机制中的“锁钥”也变成了一场脑力的试炼,同时战斗作为核心,其所有挑战均非来源于程序生成,而是一次次在失败中成长,在成长的过程中获得巨大的成就感和满足感,这样的体验可以说是十分新鲜。 美术方面,16bit经典画面风格不禁让笔者联想到了老任家的上古作《塞尔达传说:通往过去的链接》,灵魂机制复刻效果惊为天人。 总之对俯视角动作冒险游戏感兴趣的玩家可以尝试一下本作。 [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 [/quote]
Retrô cheio de estilo e nostálgia! Há momentos na vida em que nos é apresentada a oportunidade de experimentar algo único, algo cheio de magia que nos fará voar para longe. Estou falando de joias, autênticas obras de arte transportadas e criadas especificamente para o mundo dos videogames. Aquelas obras que deixam um resíduo diferente em você, uma sensação estranha, um jeito diferente de sentir. Obras que falam por si e que, apesar da grande saturação em que vivemos hoje, aos poucos vão abrindo caminho, caminho próprio, para chegar a mais pessoas e assim deixar sua marca nelas. Uma bela experiência Last Night of Winter, uma joia criada dentro das nossas fronteiras que não deve perder. Nota 8
我为什么要在跨年的时候品尝这坨大粪?真给自己找不痛快。 游戏受击后没有无敌帧,经常吃一击伤害后就连吃好几个伤害直接被秒,还有boss几乎不留给你攻击空挡,作者是不是太看得起主角的性能了?配合上这个大粪级别的bossboss设计,属实混沌温床都要给你磕头,就连跳跃后的无敌帧都很迷,我怀疑是不是真的有无敌帧,作者你玩过自己的游戏吗?
还行吧!但是,商店页面上的背着盾牌的在我们旁边蹦跳的骷髅哥在哪里啊!?
游戏怪物没什么难度,跳跳乐非常折磨,在跳跃时,按住方向也会莫名其妙后跳掉下去,还有卡模型掉下去,只要被连续攻击到一次就会在原地不能动弹,所以要小心别被逼到角落,泉水就是存档点,如果探索玩,请一定在当前地图泉水喝水存档
Dodging and attacking feel quite clunky to me, took a while to get through the dodge tutorial because it seems to require you to do it several times in a row, and the window is kinda small. But... just walking is often fine to get away from the basic skeleton's attack. I got through the first boss, wandered around the "town" for a bit and just... it didn't feel good. It runs, it is a real game, it just... the interface is sluggish, the dodging is sluggish, and I never felt like I was making progress, just traveling arbitrarily until something would maybe happen, but no guarantee or reason to be excited. Closest I got was the bit where you get a choice of which of 2 directions to explore first, unlocking the path to the keys to the prison you started in. To open each door you walk up to it, open inventory, select the key, and select use. That's annoying. I was dreading every conversation with the owl of tutorialization very swiftly. I should not be playing for 90 minutes and have no story, no interesting scenery, no characters, no music, and bad combat. I gave it a try, but this is just not for me.
屎一样的跳跃手感,用手柄有时候还会把跳跃方向识别反(识别太灵敏了),时间大部分花在卡极限位置斜跳,背包容量小的一批,人家限制背包是为了合理规划冒险资源,这打完boss掉武器,捡饰品,就把八个格子基本占满了,中间其他种子之类的东西就捡不了,你又没有物品间的联动效果,限制背包容量简直了。最脑瘫的设计是怪物掉落物的那个袋子可以被打没,我搁那辛辛苦苦跑完图,打完boss,掉了个宝藏袋,boss死时又a了一下,好,宝藏带没了,boss也不能重打,永久丢失一个武器,体验感贼差。其他的对话就感觉很奇怪,文本还要打磨,boss战、解密中规中矩,总的来说还可以,没有太离谱的,但也没有太眼前一亮的。称得上不错的设计是双条互补,本来是挺好的,但是几个武器我感觉技能联动太少,没能很好的利用好耐力,专注相互补充的点。还有就是武器设计,几个武器倒是有点意思,但是大部分实用性太差,我基本靠酒瓶一路砍过来的。还有就是主角感觉一路下来提升贼小,升级啥的都是毛毛雨,武器伤害也都一样,没有成长的感觉。地图设计还可以,基本是一个圈,一路探索下来没啥问题,基本没有迷路。最后再说一下有的离谱跳跳乐设计,跳完只有恶心的感觉,玩空洞,蔚蓝,奥德赛的跳跃跳不过感觉是技术的问题,这个就跳的很难受。我的评价是可以买,但优先级较低。
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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