
Sequel to the acclaimed Legendary Creatures, created by HideChara, and a fun treat combining both roguelike and auto-battler gameplay. Recruit and evolve a large array of troops, creatures, and an arsenal of weapons, to defeat the demon lord spreading corruption across the land.
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Languages: English, Simplified Chinese, Japanese, Traditional Chinese
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Hours played at review time, across 40 reviews with recorded playtime.
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Не смотря на простенькую графику, весьма залипательный автобаттлер. Есть глобальная карта и в начале игры предлагается взять в отряд два героя на ваш выбор. На карте расставлены противники, мини боссы и финальный босс, которого надо завалить, чтобы пройти игру. По мере сражения с противниками будете получать золото и прокачивать ваших юнитов (выбирать таланты и покупать разные артефакты, которые бывают разного качества). Постепенно будете добирать в ваш отряд разных новых героев. Классов много, но условно можно разделить билды на: физический урон и магический урон (много мощных магических массовых заклинаний, что радует). Из минусов, она быстро проходится, а ты только собрал крутые артефакты. Но есть так называемый режим «Новая игра+». Начинаете сначала, но враги будут сильнее.
传奇生物一代在当时的环境下还是不错的,就像是斗破苍穹一样在当时的那个环境下好不好另说但他确实挺火,一代在当时的那个自走棋的潮流中【比如说现在的潮流就是搜打撤】,以上手快,门槛低,极简,拓展性强【因为有创意工坊】,在当时各种花哨的自走棋中确实是可以说另辟蹊径。 可如果以现在的眼光来看斗破苍穹,那就显得很平平无奇了,甚至可能不大能看得下去。 同样的,以现在的眼光来看这个二代,我的评价真就是半成品。游戏性很差,体验感觉卡手,深度也可以说没有,摸出一个最优解就毕业了,游戏外成长也没有,角色之间也没什么联动,总得来说玩起来的感觉像是一种数独游戏,甚至还没有数独游戏有意思。最起码数独游戏不吃运气。 这就是那种很典型的班味制作者的游戏,一代因为机缘巧合成功了,就赶快出个二代捞一笔,这种游戏制作者并不是真的爱游戏,仅仅把这个当成是一种工作,一种赚钱的方法而已。可是有一个小问题啊,游戏这玩意是第九艺术啊,艺术是什么意思呢?别指望这玩意能赚钱,这就是一种类似于赛车啊,摄影啊,impart啊,钓鱼啊,一种爱好,这些东西只能说不赔很多钱,不赔到伤筋动骨的程度,那就行。就比如说玩音乐的基本上都不差钱,是因为音乐赚钱吗?音乐基本上赚不了一点钱,是因为只有不差钱的人,才有资格去玩音乐。投入很大,就举一个最简单的例子,除了消耗时间成本外,音乐你要去哪里练呢?有些人去KTV练,价格去一次大概一百左右,不是说花不起,但是这东西,就是练成了,也基本上没有什么能变现的地方,有一条路线是酒吧驻唱然后走穴这个晋升路线,就如果真的是家里没有能力,这个路线相当苦,而且吃运气,所以除了那种人生梦想就是玩音乐,我生下来我就是为了玩音乐的,那一般人会玩音乐吗?人家等到30岁不想玩音乐了,家里老婆,工作,房子,车子,全都安排好了呀。就,玩音乐,或者说玩艺术的,最次也得是这种家庭啊。我是说,一般来讲啊。毕竟确实可能有一些人,他可能认为他生下来就是为了玩音乐的吧。可能有吧。 所以写小说和做游戏啊,真就不指望着这玩意能赚钱啊。现在这环境真就是不看质量看粉丝,只能说饭圈运营思路是真的离谱。我总感觉这种运营模式是邪道,可是他赚钱,他又不违法,那他就没有问题,谁也不能说他不对。小说质量越来越垃圾,现在一个月都找不出来一本能加入我书单的小说。游戏质量也越来越垃圾,上一个让我感觉重回青春能没日没夜的,能一回头天亮了再一回头天又黑了的游戏还是帕鲁。 客观来说游戏的质量是在提高的。我现在看朋友玩燕云十六声那确实是比我当初玩FF14的时候感觉手感上舒服很多。但是这俩游戏有什么不一样吗?好像也没有。 就现在的游戏感觉太同质化了。就像是各种老游戏的换皮重制版一样。O神刚出的时候我就玩了,我当时到现在我的评价一直是这就是新一代人的DNF,他的分类我认为是上班打卡类游戏。就很无聊,最起码我感觉很无聊,因为我真的玩过有一段时间的DNF。我就感觉很没意思,就像是喊麦不行,但是raper行。喊麦在当时被各种鄙夷,问题是踩喊麦没问题但是捧这个raper我是真不理解啊。就像是说传奇不行,然后去玩dnf,再后来说dnf不行,去玩O神。 找了一个多月也没找到能看的小说,又找了一个多月也没找到能让我感兴趣的游戏。 或许是我电子阳痿了吧,只不过我感觉还是有一些原因是因为现在的游戏没什么自已的东西,没什么新意。一种类型的游戏玩得多就会感觉无聊嘛。 至于现在流行的搜打辙,他能给人一种你很强的错觉,就像是一种魂类游戏。我不喜欢这个类型的游戏是因为我真上过分,当年也是排位三百万人我能打到前八千,按现在的标准算是中上的大师,现在的段位是真水啊,按当时的标准来看差不多强钻一吧。搜打辙类,所有的搜打辙类游戏,是一点竞技性都没有的,说一点没有可能过了,但是也只有那么就一点吧。他的目标不在于辙离而在于赚钱,那最优解就是玻璃大炮。但是他又会因为你的数据来排人,那最优解就是卡战备,子弹用个一二级,因为你的实力比一级子弹强,你用一二级子弹打不过,对局强度就会慢慢变低直到你用一二级子弹能打个五五开。而在这种局里,相对来说短板只有子弹,而其他方面都是长处,那玩起来就不会很累。而如果认真状态呢?静步按死听信息,就会很累。那还不如直接就是大脚步,打得过就打,打不过就送了呗,反正你玩得随意对局强度就会降低。这他妈的和竞技类游戏的逻辑正好是反过来的。竞技类游戏你要强打精神,要求状态。而这种游戏呢,反而要求你要降低自己的状态。认真打,经常吃不饱,辙不出,不认真打,体验好了非常非常多。核心逻辑在于,人和人的实力不一样,我fps三百万人排位上过前八千啊。对我来说屏幕中心点和打头就是基本功,但是对大多数人来说,是找不到屏幕中心点的,是不知道先瞄准再开枪的,脑子里面是没有地图的。那就不能让我和他们排到一起。暗区这种倒还好啊,能吃得地方很多,基本上不搞抽象不会破产,三角洲真的就是你要是正常玩,压力上去了,打到了你自己的质量局了,你是稳定会亏的,那就只能去跑刀。我对局压力最大的时候就是感觉没有固排是真过不了招了,野排给我的感觉就是和我自己单三没什么区别,队友很少能帮上忙,基本上都是负作用,除了吃饭啥都不会,那为什么要排队友呢?因为最起码能拿他们当个眼拿点信息。像我们这种段位不是新手的人来说,我们感觉没有信息就像是在裸奔一样,很不舒服。可问题又来了,哪怕我真的去找固排队友了,难道真的能打得很舒服吗?也是做不到的,因为对局的强度可以更大。我就很不喜欢这种游戏的逻辑,他要让人装傻,要让人装糖,装猪。我感觉就挺自贱的。我玩游戏是为了快乐,玩搜打辙类型,我只能感觉到憋屈。就像是农场主来抓猪了,我像一头猪一样往后边藏,就像是老师点名,你心虚的时候一样。这种运营的逻辑利好的不是高手和苦手,而是利好新玩家,伤害牢玩家,老玩家。反正你沉没成本都那么多了,你会说不玩就不玩了吗? 说这些,是有点偏了,我主要想说的是,当初流行自走棋的时候,我虽然不太喜欢,但是也说不上来讨厌,还是能玩一玩。而现在流行的搜打辙呢,我是真的很烦这个类型的游戏,这种逻辑的游戏,卡手,别扭。上面说那么多,就是详细的说一下我为什么烦的心路历程。搜打辙现在是我第一烦的游戏类型,以前的第一是魂类,魂类不是难,我上过前八千,啥游戏对我来说都不太难,最起码,1%的通过率的难度对我来说是能接受的。魂类的问题是卡手,玩起来人跟坦克似的。难度怎么说呢,就是背板,我就感觉背板的游戏相当无聊。然后跟搜打辙一比,魂类有的问题搜打辙都有,甚至更多,我只能说牛逼。然而为什么搜打辙能火呢?因为他能给人一种他很强的错觉。当然另外一方面这东西的运行逻辑和赌博类似。我在这方面的运气稳定的很差。因为我运气很好,这辈子与死亡擦肩而过二十余次。所以我相信老天爷,我相信命数。运气好的人都相信,只有运气差的人才会说逆天而行嘛。所以我相信我在赌的这方面运气很差,事实上就是很差,区别在于哪里呢?有些人可能觉得哪有小孩天天哭哪有赌徒天天输嘛,他们可能会相信一些运气,去博一手。而我是基本不会的,我相信运气,所以我相信自己在这方面的运气绝对是不行的。我一般来说更倾向于求稳,甚至有时连我自己都能感觉到我稳得可怕。所以,或许搜打辙因为和赌博类似,能让很多人感到有趣,是加分项。但是对于我来说这就是减分项,我厌恶于需要运气的游戏,我很讨厌去赌。 无聊,找不到游戏就很无聊啊,本来也没想打这么多字,打起来却是打了很多,可能潜意识中,认为多打打字就能少一些去找游戏的时间,毕竟真的找不到么,可能现在潜意识中,我已经累了,不想找了。 好无聊啊... ...
自走棋的战斗但是没有三合一,英雄无敌的大地图,暗黑的装备体系。介于好玩和不好玩之间,如果不是开发组跑路还有搞头。
真心不如1代,贴图劣质,跑图模式莫名其妙,爬塔模式还搞了个升级系统,把原本最有特色的合成升星和分支进化搞没了
Legendary Creatures 2 is an ambitious indie adventure that blends dungeon crawling with creature collecting in a way that aims to capture the nostalgic charm of classic RPGs while offering fresh twists on exploration and combat. At its core, the game invites players to dive into a sprawling fantasy world filled with diverse biomes, dangerous dungeons, and a myriad of mysterious creatures to discover, tame, and battle. As a sequel, it builds upon the foundation laid by its predecessor by expanding the game’s scale, complexity, and narrative depth, though it remains rooted in accessible gameplay and an old-school aesthetic. The premise revolves around a young adventurer who stumbles upon an ancient world teeming with legendary beasts. Players are encouraged to explore vast maps ranging from lush forests to frozen tundras, each populated with unique monsters that serve both as foes and potential allies. The game’s emphasis on discovery encourages thorough exploration—hidden caves, secret areas, and rare creatures reward those who take the time to wander off the beaten path. This sense of wonder and the thrill of encountering unknown beasts create a core loop that is both compelling and addictive. Combat in Legendary Creatures 2 is turn-based and tactical, with a party system that allows you to assemble and customize your team of creatures. Each creature has its own strengths, weaknesses, and elemental affinities, which adds layers of strategy when facing the increasingly complex enemies found deeper in the dungeons. The balance between training and battling creatures creates a satisfying gameplay rhythm: you spend time capturing, evolving, and leveling up your monsters, then take them into challenging encounters that test your strategic thinking. While the mechanics may not break new ground, the variety of creatures and the customization options offer enough depth to keep players invested. The game’s visuals lean into pixel art aesthetics, embracing a retro style that evokes the early days of RPG gaming. The environments are colorful and detailed, with an impressive variety of monsters rendered in charming sprite form. Animations are smooth enough to keep battles engaging without sacrificing the nostalgic feel. The soundtrack complements the visual style with catchy, mood-setting chiptune-inspired tracks that enhance exploration and combat atmospheres alike. This audiovisual package creates a cohesive and inviting world that feels lovingly crafted despite its indie roots. One of the strengths of Legendary Creatures 2 lies in its pacing and progression. Unlike some creature-collection games that become grind-heavy or repetitive, this title maintains momentum through its quest design and narrative beats. The story unfolds gradually, introducing players to different factions, mysteries behind the creatures’ origins, and an overarching threat that adds urgency to the adventure. Side quests and optional bosses provide additional content that encourages replayability and rewards players willing to engage with the game’s ecosystem fully. However, the game is not without its rough edges. The interface can feel clunky at times, especially during inventory management and creature organization, which can disrupt the otherwise smooth experience. Difficulty spikes occasionally occur, particularly in later dungeons, which may frustrate less patient players. Additionally, while the game offers a deep roster of creatures, some players might find the capture mechanics a bit simplistic compared to more polished monster-collecting franchises. Despite these minor flaws, the game’s charm and ambition more than compensate, making it an enjoyable experience for fans of the genre. Multiplayer or co-op elements are limited or absent, focusing the experience entirely on solo exploration and progression. For players seeking shared adventures or competitive battling, this might be a drawback. Still, the single-player campaign is robust enough to satisfy those who enjoy a personal journey of discovery and mastery over fantastical creatures. In conclusion, Legendary Creatures 2 stands out as a heartfelt tribute to classic monster-catching RPGs, offering a vast world to explore and a diverse menagerie of creatures to collect and battle. Its pixel art style and soundtrack evoke nostalgia, while its strategic combat and progression systems provide meaningful engagement. Though it stumbles occasionally in UI design and difficulty balancing, the game’s core experience remains compelling and rewarding. For players craving a blend of exploration, strategy, and creature collecting wrapped in an old-school RPG package, Legendary Creatures 2 offers a solid and satisfying adventure. Rating: 7/10
"A Content-Rich Game That Sadly Feels Hollow." I really wanted to love this game. I’m a massive fan of auto-battlers, and the addition of roguelike elements is something I usually enjoy a lot. On paper, Legendary Creatures 2 has everything that should make it a hit for me. To the game’s credit, there is a ton of content. The sheer number of units you can unlock is genuinely impressive, and the variety of weapons, spells, and upgrades adds a sense of long-term progression. If you enjoy collecting and experimenting with different builds, the game definitely provides plenty of toys to play with. Unfortunately, the gameplay loop itself is where things fall apart. Despite all the content, the core experience feels extremely lackluster. Every run ends up following the same repetitive structure: move through a map, pick upgrades, try to scale your team, repeat the same battles, and hope your stats are high enough. The problem is that very little of it feels meaningful. The choices rarely feel impactful, the pacing gets monotonous, and after several runs everything starts to blur together. Worse, many runs end in the same frustrating way: getting completely wiped out by an extremely unbalanced boss. It doesn’t feel like strategy or decision-making matters as much as raw luck or grinding the “right” setup. Instead of feeling challenged, I just felt drained — like I was repeating the same steps for little payoff. The music is actually quite good, and the visuals are passable — nothing groundbreaking, but they get the job done. The disappointment comes from how shallow the overall experience feels despite having so much content on the surface. I genuinely admire the ambition here, but the execution just isn’t fun. The repetitive loop, lack of meaningful choices, and unfair difficulty spikes make it hard to recommend unless you’re extremely dedicated to collecting units and don’t mind a grindy, uneven experience. For me, Legendary Creatures 2 is a good idea buried under a gameplay loop that simply doesn’t deliver.
Badly translated. Some of the text is still in Chinese.
全难度通关攻略:https://www.bilibili.com/opus/969580096779190277,简单归纳:石像鬼×3(不会移动,放左下角围圈,技能首选光芒点射+急速类技能)、领袖/圣锤使(放石像鬼中间分担伤害+减伤)。其他随意。
只学了形没学神的超古早日式RPG,交互上还有硬伤。 报玩
这B游戏十块钱真的不能再多了
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