
Magic Paper is a hack and slash roguelike game in which you can build your own set of magics to use.
Modeled estimate, not a reported figure. How we estimate →
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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, Traditional Chinese, Korean, French, German, Spanish - Spain, Spanish - Latin America, Portuguese - Brazil, Portuguese - Portugal, Russian
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Reviews
I don't want to review this game negatively because I don't think it deserves a negative review. However, it's not something I would recommend to somebody at it's price, especially since it's considered a 1.0 release. This game feels like it's a vertical slice of the game rather than a full release. The first issue I have is incredibly unclear translations and descriptions of skills and mechanics in the game, and for a game like this having clear descriptions as to what the spells do as well as the mechanics is crucial to enjoyment. Another issue, is balance, magic missile for example does 25 damage and shoots 1 projectile at level 1, then goes to 25.5 dmg and 1.3 projectiles at level 2, 26 and 1.6 at level 3, then 26.5 and 1.9 at level 4, the numbers feel arbitrary and aren't balanced to the game's feel or pace. Certain spells are weirdly useless, and I can't see a case where it would be useful for example there's a leaf shooting spell, it fires 3 leaves around you but it's not like you can shotgun them in a particular direction and because you can't really control where they go they so at best a single leaf hits a single target, and the damage a single leaf does is low. It's particularly bad with monster behavior, they kind of clump in a tight group and follow after you rather than surround you. The movements and animations are slow and clunky and don't feel quite right. In games, in order to design it to feel good, if you take an action, and you have to stop movement and all other actions to take the action, the action you stopped to take should be worth stopping for. So for example let's say there are 4 monsters that each have 100 health and they're running at you, if you stop to attack them, it should be impactful and you should be able to hit each of them for 30-50 damage, but if you stop and hit one of them for 25, it doesn't feel very impactful. The enemy should be stopped for slightly longer than the time you took to stop and attack. Then we have the ugly UI and font choice as well as most other visuals. My hope is that the developer doesn't give up on development and that they continue to endeavor to make great stuff, because I think they can and they should. If the developer is reading this, I hope you take a look at God at Weapons, and study the various choices in animation, UI, font, design and art. They're all simple choices, but have huge impact with the player.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 29 reviews with recorded playtime.
여러 장르의 유명한 것들을 짬뽕하여 내놓은 파쿠리 로그라이크 게임의 스토리는 포르노의 그것과 같다지만 이 게임에선 정말로 그런 취급이고, 중간중간 들어간 도트그래픽 미니게임은 몰입을 크게 해친다. 어둡고 퀴퀴한 던전을 헤쳐나가다 갑자기 만나는 플래피버드란... 설명하기 어렵지만 게임을 하다보면 여러 방면으로 '좀 짜치는' 부분들을 많이 볼 수 있는데 복마전에서 맥주잔 두 개 들고 모험가를 맞이하는 옥토버페스트 아줌마가 시작부터 굉장히 인상적이었고 극도로 단조로운 던전디자인, 몬스터가 휴식 상태에서 T-포즈를 취하고 있는 그런 것들을 제하고서라도 콜로세움의 타이머가 2:5 (2분 5초) 따위로 표기된걸 보고선 이게 어느나라 게임인지 갑자기 궁금해질 정도였다. 별거 아닌거 가지고 그런다 느낄지 모르겠지만 게임 하는 내내 작은 아쉬움들이 쌓이다가 '쓰론 오브 디스트럭션'에 다다르니 "좋아보이는건 다 가져왔구나" 하며 빈정거리게 되고 그 뒤 쪼그만한 방에서 무작위로 튀어다니는 투사체 이리저리 피하며 짤짤이 하다가 건방지게 스킬 한 번 더 쏜 죄로 폭사당하니 그 밀려오는 허무함은 감당하기 힘들어서 게임을 끄게 되었다. ^바알^ 말고 그 앞의 보스들은 살짝 짜증날 수준으로 액션 손맛 느낄 수 있게 잘 디자인 되었고 공격패턴 다양한 여러 몬스터들이 각 스테이지의 컨셉에 맞게 잘 배치되어 있어서 피 수급이 극도로 어려운 환경에서 전략적으로 접근하며 게임을 하는 재미는 있었다. 단지 여러가지 디테일이 아쉬울 뿐. 다른 유저들이 추천하고 있으므로 비추천 리뷰가 하나쯤 있어도 좋을것 같다. 현재 40% 할인하여 9천원이지만 이 가격엔 추천하지 않는다.
魔法を集めて同じもの揃えれば強化できる。 魔法はキーボードで使える。 魔法とアイテムは別々で、パズル配置する。魔法枠に装備できないものは持ち物に保管できるから安心。 死んでも強化できる。 操作キャラの顔が確認できないが、かわいい感じ。通貨した部屋に飛べるので、迷っても安心。 ワンコはかわいいけど、カエル男がこわい。 日本語あるのでわかりやすい。
背包整理积木的玩法,魔法很多,有潜力。 希望视角更近一些,单位更大一些,立绘也放大。 感觉底子不错,玩法有趣,有潜力的游戏。 有漏翻的情况。 救完村长有个再教按钮,没想到是重新跑教程,甚至是从开篇动画开始,这一下倒档太长了。教的我猝不及防。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
아쉬운 부분이 좀 있긴 한데 재밌긴 합니다
기믹이 신선하고 마법 모양에 따라 뭘 넣어야할지 고민하게되는 맛이 있음. 어떻게 잘 맞춰서 스킬 레벨 빵빵하게 나오면 짤짤 잡던거 팍팍 쓸고 다니니까 시원시원합니다.
돈값은 하는듯 ㅋㅋ나쁘진않은데.. 이거 마을가는거 없나요 뭔 여관에서 용병?으로 만든애가 기다린다는데 죽어서 처음부터 시작해야 마을인건가 ㅎ;
이거 마을 뒤져야만 갈수있는거임?
肉鸽地下城,难度上一般,有难度是移动设定,这游戏左键移动,右键普攻,实际玩下来太反人类操作了。 克服移动问题,内容上还是很不错的,小怪攻击笨笨的,用魔力块完成魔法阵的话,会发动魔法阵的效果。可以利用蜡烛修改魔力块形状(尽量合成魔法阵),招募可靠的队友,技能最多搭配五个。 这游戏最让头疼得应该就是移动设置了,希望作者可以改改,第三关还是死于移动,忙于输出而忘了左键是移动键位。 突然想到,这操作完全可以搬联盟的设置来搞,右键移动,左键普工,QWEAS是技能键位,同时技能应该还能显示释放方向,因为释放是以鼠标停留位置为方向的。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
[table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table] 肉鸽地下城,整体系统类似于背包英雄,看似简单,可是很好玩,每局当你进入地下城时宝箱会开出一个技能,技能都会有各种的形状,会占据你的背包格子,多个同样的技能会给技能进行加成,冒险的过程中会遇到NPC花钱改变你的技能形状,所以需要考虑好怎么利用有限的空间摆放你的技能形成合理的BD,局外可以以强化你的某一种魔法技能属性,是一款动脑同时动手的游戏,如果再加入手柄操作就更舒服了
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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