
Meet our princess on her journey homewards, travel thru a great and eldritch world and switch between the Princess and her floating companion while exploring, fighting, puzzle-solving & enjoying the world of this action-adventure RPG
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Simplified Chinese*languages with full audio support
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[quote=]If you find this review helpful be sure to thumbs up and follow my [url=https://store.steampowered.com/curator/33195105/] Curator Page [/url]. If I missed something leave a comment and I will try to update the review asap[/quote] [h1] Light Tracer 2: Bright ambition that needs some more work. [/h1] Light Tracer 2 is a Puzzle solving RPG that needs a lot of reworking for its core gameplay loop though conceptually is a great idea for a game. [h1]Gameplay[/h1] Starting with the puzzles in game, they are for the most part really clever and well thought out. Some of them get really involved and take some consideration to find a solution, with some benefiting from using this second god type character to get a view of the puzzles and help you see things from a better perspective, other puzzles though are much simpler and often have exploits that weren't intended by the player to do. While playing you are encouraged to explore the environments to get items for crafting recipes but more often than not it ends up being a redundant task as early on you aren't a strong character so going out of your way to get these resources means you'll fight creatures that out number and often overpower you meaning when you do kill the creatures you'll often end up low on health and your reward is a often nothing useful to recoup the cost of the battle. While fighting enemies and doing puzzles you gain XP/Currency that you can use to level up your player, gain new abilities or progress the games story and that's where things get bothersome. The biggest issue in the game is that your characters XP/Upgrade points are using the same currency for the progression of the games story, so it becomes a game of "do you want to level up, or unlock the next area?", because of this you're often just burning through the game by doing puzzles, getting just enough XP/Currency to progress to the next puzzle, then after finishing 6 puzzles you can either level up your character or go to the next island or optionally do the remaining puzzles on the island to get a small amount of XP/Currency. This quickly becomes a problem as most creatures/items on the map don't give you anywhere near enough XP/Currency to balance this out. You are encouraged to discard the resources you gather as they all have a value of xp/currency you can recycle them for. Even if you do collect enough items to craft a health potion it will cost you 50 points of the xp/currency to craft instead of being a free crafting system it costs the resources and a fee. This seems like something that can easily be fixed just by adding a secondary currency for the main gameplay progress separate from the player xp/currency so hopefully this is something the developer can look into in the future. The combat in general is not that satisfying and seems more like a after thought rather than something that was fleshed out. Enemies attack patterns are just annoying and you're often interrupted mid combo more often than not resulting in a a very unsatisfying combat system. Normally this would be remedied by blocking or dodging and using something like invincibility frames but this games block feature is locked behind upgrades meaning your only option is the dodge feature which is just a normal dodge with no invincibility frames and normally that would be fine but most creatures have at least one attack that you can't space yourself far enough with the standard dodge. I think in general terms of gameplay there needs to be some QA as the core gameplay outside of the puzzles is just not that enjoyable when it could be fixed really easily by adding invincibility frames to the dodge feature and making the player not stagger so easily then also adding a separate currency/method of progressing the story than the currency used to level up the players stats/upgrades. There were a handful of bugs I experienced during my playtime and reported to the dev that hopefully will be removed before the game is released. [h1]Graphics[/h1] The art-style of some of the assets leaves a lot to be desired, as a lot of the character/npc models don't fit the same styling for example during the opening cutscene the main characters model is a more modern anime type character and feels very out of place next to some of the lower quality rock creatures/npcs that opt for a fantasy look that fits the worlds scenery in that specific cutscene but doesn't fit when looking at the rest of the characters in that sequence. Even the other anime characters in game have different styling that the main character which feels really off when they're seen together in the cutscenes. A lot of the enemies the player ends up fighting seem like very cheap/generic character assets with one of the bosses definitely being a purchased asset seen here [url=https://www.unrealengine.com/marketplace/en-US/product/cerberus] Cerberus [/url]. The environments all have their own theme one being a nature theme going for a more natural environment full of trees and green earthy tones with some castle type architectures, another being a desert theme etc... I really liked the style for the nature island even though there are a lot of questionable landscape designs where parts of the environment just sharply drop off in an unnatural way. Most of the other areas are just about what you'd expect, and didn't really interest me as much as the first island. Performance was great and I had no issues maxing out the graphics (minus shadows being one step below max) and maintaining 60fps. While the game ran fine there were some oddities in that some of the early cutscenes were locked at 24fps (cinematic?) and then a bit later into the game all the cutscenes stopped being locked to 24fps which just felt really odd to me. My biggest gripe with the video settings is the lack of a V-sync/framerate cap as the game just had insane screen tearing, even when I did manually lock my framerate. Hopefully that gets added in the near future. [h1]Sound[/h1] I was told that during my playtime that audio was still being added in the final quarter of QA so take this section with a grain of salt. The voice acting is all over the place. There are some high quality and recognizable voice actors/actresses but at the same time, there are these really and I mean *really* bad just low quality placeholder recordings for the mobs/creatures especially in the very first cutscene which is just jarring going from one decently voiced character that's has a quality recording to then have this crackling mic low quality voiced creature essentially take you out of the experience. The sound design in general though needs work as everything in these cutscenes felt...empty. There was no ambient sound at all just a slight amount of background music and the voice actors, no environmental sounds such as the foot steps, combat noises, movement of any kind to be honest. The worst thing here though is I don't think whoever did the voice casting gave the actors/actresses any direction which left some of the scenes to play out really awkwardly as none of the characters are giving the same type of energy in the moment. Hopefully this is all worked out soon as it currently just has really awkward pacing in the cutscenes and exploring the world feels empty since the characters footsteps are practically inaudible/nonexistent. [h1]My Opinion[/h1] I am very disappointed as I came in with big expectation from seeing the reception of Light Tracer. The main issue is the way combat/exploration was shoehorned into the game which makes it feel like an afterthought rather than a planned feature with the game shining in its puzzle mechanics. The game can be saved and improved upon if given some though to separate the game progress from the character progress and if the combat is polished. In its current state its hard to recommend though I would highly recommend keeping an on Light Tracer 2 in hopes that they can improve the formula.
确实是个小成本的游戏,如果不带着过高的期望值的话,会有意外惊喜。一开始看战斗画面就一目了然www,这个成本期待塞尔达肯定不现实。明显是虚幻4做的,有些素材还有点儿既视感。不过不影响整体感受。 亮点是通过视角切换解谜。还是有一代VR的痕迹,但在PC游戏里反而挺有意思。刚开始总是忘了切换到双手,几次后就习惯了。开篇推箱子梦回华容道……习惯后会发现上帝视角和主视角的变化差太多了,主视角看不到的问题上帝视角迎刃而解。 英文配音中文字幕,还没玩到后面,看预告这游戏NPC真是非常之zzzq……有内味儿了 缺点,小BUG还是有的,比如卡住了之类,但整体还算能忍。表情再丰富些就好了。 顺便吐槽,又是白毛!
MAN I LOVE WAIFUS is what i thought when i saw the princess, and she is awesome! And also has VO! I did not expect an indie to have voice acting so i was immediately surprised. One thing that you notice at once is how nice the graphics are, esp at night fall looking over the ocean. You move the princess from isle to isle by using a boat, and switch from princess to these 2 hands to interact during puzzles. The game takes some time to get into, but once you played for some time you notice how cool and rich this world is. Dont expect Zelda, this is an indie studio with their own take on the genre, and a very succesful one in its limitations
[h1]总评[/h1] 《Light Tracer 2~The Two Worlds~》是以解谜为主的RPG,玩家扮演来到异界的公主,寻找返回王国的方法。游戏中除了第三人称操作公主进行探索打怪,还可以第一人称操作光之手帮助解谜并引导公主。公主则需要在四种元素神各自的小岛上点亮6个灯柱召唤神灵修复回家的阵法。游戏演出还算用心,汉化还行,全英文配音,不过不说建模,手部动作就很僵硬,战斗时也不好操作。解谜内容不算少,如果喜欢解谜类游戏倒是不错,就是第一次载入时间较长。 [h1]游戏体验[/h1] 公主的国家遭到入侵,异界的神为了解救公主,把她召来了独立世界。然而公主不愿抛弃国民,决心返回自己的世界,为了修复传送阵而踏上探索四座元素岛的冒险。剧情演出的动作比较生硬,后面给予道具的时候更是明显;人物和场景建模倒不算差,女主角比较可爱吧,有英语配音。 在不同岛屿上解谜的主题会有所不同,不过谜题必须要消耗金币解锁,而升级强化和合成也会用到金币,如果不慎用完就要去打怪、探索积累。风元素岛屿基本上都是和风有关的浮力、推力谜题,需要注意及时切换角色完成谜题。谜题难度递增,不过也不算太难,反而是一路上和小怪的战斗很不适应,攻击距离、打击感和判定区域都怪怪的。地图可以帮助玩家探索,场景也有箱子等可以利用进行场景杀。 比较有趣的是,当女主溺水时,切换到光之手对女主进行引导,就可以实现水中漫步,想在水底待多久都行。我甚至怀疑也可以靠光之手直接过怪。 游戏风景挺漂亮的,水质和植物等都挺好看,主角的模型颜值也不低,在探索岛屿时也可以切换光之手上帝视角欣赏(主角的风光)。 [h1]结语[/h1] 在游玩时不应该抱着ARPG的想法玩,而是当作带着RPG元素的3D解谜游戏,难度调到最低,那还挺休闲的。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
裙底时有时没有,不清楚是bug让人看到了还是bug让人看不到【doge 美少女+解谜,冲着这个题材来的,格斗我是真的手残。。。好在手残几次后有个简单模式的提醒,建议最初可以设置难度会更友好。。。 砍树杈砍到一半才发现挖!书!看!有!金!币!!!我砍了那么多树杈浪费时间!!!看书有金币啊啊啊!!!!!!!! 目前来说解谜的部分还是很有意思的,就是画面有点儿复古的感觉QAQ
这游戏谜题设计的挺不错的,颇有塞尔达之风,而且有换装系统,流程也足够长 但是手感很烂,对操作要求却很高,视角频繁旋转很容易晕3D,如果作者肯优化的话能上良作级别,这个版本只是勉强及格 ps:我9小时就通关了,和宣传上的20小时差了一半
画面锯齿感和颗粒感比较重,主角的手好像长了牛皮癣。战斗动作非常僵硬,闪避不能取消攻击动作还容易卡空气墙,闪避成功的反击收益很低,跟没有一样。怪物抬手很快,配合上自身的僵硬,很痛苦。解锁谜题、升级属性、解锁技能居然都是用金币,金币不够解锁下一关只能满地找树砍。玩了将近两个小时,只见过狼和狼人两种怪,还被他们一家子搞得死去活来,最后卡在了风之岛的第五个谜题,怎么也过不去。我戒糖已经好几个月了,玩完这游戏直接吃了两包山楂卷。
OK i never write reviews, but I feel this game could use some earned words, so here goes! Light Tracer 2 is a grand-scale vision of 1 indie team, combining a lot of different genres and a huge story into one bursting package that asks the player to explore, experience and immerse. Did it succeed? Sail and go! From the start you notice that this is not your regular indie, as in they went for a pretty big open world, or maybe better open ocean game where you travel from island to island. It’s pretty overwhelming and I didn’t expect this at all, recreating some sense of wonder and excitement once you set sail Once you did a few puzzles and won some battles you get a very good idea of what this game is about. The puzzles are great and exciting, and the battles serves more like an in between to gain some more resources, although some of them have alternative solutions which is cool to discover The boss fights can be pretty hard but once you get thru to them (if too hard you can go back and gain more resources and so power up the princess) you can set off to the next island which is great. There will be a huge change also nearing the end of the game which I won’t spoil here but it will take you to very different places. What’s Good, What’s not? If you jump into light tracer expecting a triple A experience you will find a bunch of stuff to complain about, since it’s made by a small team. Some things just feel a bit off or not exactly as you wanted them, let’s say some animation or some effects. However, if you are willing to look thru it this indie is quite the gem, for a fraction of the price it offers a huge, very long adventure that will some truly original puzzles and battles while also drawing you in its story. For me, it gave me back some of the feelings I had from games I grew up with, that surprised me and took me to place with a wild variety of gameplay and sights that made me excited for that next puzzle, that next scene. Summary: It’s not perfect and at the same time I have a very good experience. It’s an indie’s take op an open world adventure game and like I mentioned above: if you’re willing to look past some issues and blemishes, and if you like games like windwaker, you should definitely try this game out.
公主和上帝之手的双视角切换解谜游戏。在谜题的设置上看得出花了大心思,目前为止,每个岛都有个自己的主题。风岛主要是推箱子和吹风浮动(?),火岛主要是依靠大炮,沙漠主要是跳跃式……后面还没玩到。 一开始是解锁关卡需要金币,后来做了优化,现在不需要金币了。估计是开发者看到太多吐槽了hhh 战斗算是短板,还有很大的改进空间。需要提前预判闪避,否则躲不过当场凉凉。稍微习惯后就好些了。 可以换装,但好像没什么物理作用,就是纯粹恶趣味
搜了下前作,解谜的思路一脉相承。不过前作是VR?双手在前作中是玩家自己? 有点儿好奇会不会出VR版,因为视角切换到双手明显还留有VR游戏的感觉。 还没玩到后面,玩到后面再来评
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