
Lies, delusions, become the light that shines on the truth too. This is a poetic,cute turn-based RPG with a bizarre style that adventuring in a looping world ending in three days.Discover the secrets hidden in the depths that lying all over the breaking world!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
[h1]光怪陆离的幻灵世界[/h1] 别看这是一款单人用RM工具开发的独立游戏重制版,但是保持定价低廉的同时,其整体完成度十分之高。以循环为主题的剧情创意十分有趣且与玩法相融合;如《画中世界》般的场景设计极具想象力及辨识度;回合制战斗的基础上加上了情绪机制,而且也讲究不同能力队友间的策略搭配。不过想要了解本作的全貌就不可避免的需要经历N个“3天就毁灭的世界”。另外值得一提的是:游戏的汉化十分接地气而且完美支持手柄操作。 [h1]幻乐园里的奇妙探险[/h1] 玩家扮演的是一位名为“乐园王”的小屁孩,莫名其妙被卷到了一个3天即毁灭一次的奇异世界。剧情推进上,主要是不断的寻找伙伴、解锁新区域并发现这个世界的秘密。由于是基于循环的设定,因此在探险的过程中我们无形中就会有一股压力在。然而制作人还将这种无形转换成了有形,即以我们在探索、战斗中点亮的蜡烛为时间前进的标记。某种程度上来说你还要对蜡烛的触发做一些资源管理向的安排。 战斗上是第一人称回合制,队友和怪物的能力都比较独特,需要对于装备配置、技能释放以及道具使用都做出一定的规划,时不时给怪物上点状态对我们的战斗大有裨益。游戏光怪陆离的设计在本作的怪物形象上也有所体现。什么烤焦的苹果、出于精灵球里类蝙蝠状生物以及果实是一个狼头的茎叶等等,感觉可以拍一部世界动物奇妙物语了。 [h1]推荐人群[/h1] 玩惯了3A,想体验一些有着比较新奇设定的独立游戏爱好者。 [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]
it's an very good RPG - not a very good RPG for a rpgmaker game, straight up it's good compared to other RPGS of various types, I don't know why so little attention has been given to it. Pacing, non linearity, freedom, a sense of discovery, all of it is absolute top notch. I only have one issue (not really an issue, more like a nitpick but it's still kind of bugging me), and it's that the final boss is really, really easy compared to the gatekeeper right before him. It's really easy to stabilize and once you do, he doesn't exactly do much. Compare him to the final boss of ebf5 for instance, where there are very many spinning plates you need to manage and can't ever get complacent. For the amount of buildup, it was a bit disappointing, especially since the story theming is that of massive arbitrariness and how the resulting suffering could be overcome - but when he's actually fought, he kind of rolled over and died without doing a whole lot. I didn't even do anything particularly special, just buff, debuff and then spam imagine darts. To be clear, everything else is incredible and you SHOULD BUY IT.
ローゼンクロイツさんという人物からしか摂取できないRPG。 一定回数の戦闘をこなすと世界が滅亡し、レベル1に戻って再探索するのが特徴。 敵との戦闘でドロップする素材を使用すると、キャラクターの基礎ステータスが上昇するので、戦闘が厳しくなることもそんなにない。 見た目は奇抜だけど、コンセプトとシステムが上手く連動しているので遊んでいて気持ち良い。 王道JRPGとはちょっと違うけど、基礎ステータスを伸ばしてとことんキャラクターを愛でるツクール製ゲームの系譜を忠実に受け継いでいてめっちゃ好き。 ゲームとしてのアイデアを感じさせつつ、ちゃんと面白い良作なので是非多くのプレイヤーに楽しんでもらいたい。
无意中被安利到的作品 没想到是真的好玩 首先要说到的肯定是战斗系统 太潮了 还真是第一次见到会浮动的buff和db状态栏 整个战斗几乎可以永续(狠狠地回蓝 回血也可以直接啃果子) 一开始玩的时候还有点卡手 等到开放了一些特别好用地关键技能之后 整个战斗简直如鱼得水 打得爽得一批 以前玩过一些rpg经常需要刷怪去刷等级和药品 导致玩的挺坐牢的。。 这个游戏的战斗做的挺减负 打一会就重开去合成罪业 一顿操作下来有很大提升 整个流程的正反馈还是挺强的 剧情方面 说实话一开始我更关注战斗和画面方面 剧情我就当一个添头 但是真到最后剧情一口气怒涛展开的时候 这个剧情看的就爽死了 而且结尾也是有把所有的疑点和人物性格的由来也说清楚了 真的是一个很优秀的小体量作品(指游戏时长特别短) 整个翻译也特别接地气 好少看到不带翻译腔的翻译作品 真好 推荐度肯定是一泊分神中神 都来玩好吗
很高興這次薔薇十字桑的作品有官方中文翻譯了,也希望透過這個機會能推廣給更多人知道! 本作同樣與過去作品有關係,也會看到一些熟悉的角色出現 而本作也是作者作品中相較好入門的類型(比較少血腥暴力等讓人不適的內容) [h1]劇情:轉折不斷的劇情與個性多樣的角色,訴說著何謂「幸福」的故事[/h1] 繼承以往的風格,劇情總是充滿著各種寓意,個人認為這次的主題是「幸福」 到底幸福是怎麼樣的事物呢?每個人的答案都可能有所不同,但能帶來幸福只有自己 每位角色都擁有鮮明的個性與獨特的想法,因為不同的原因而陷入現在的情況 最終選擇做出改變的也只有自己,如果踏出那一步,說不定狀況就會有所變化 雖然故事短小,但我認為內容其實非常完善豐富! (本作也是從頭到尾相較溫馨的風格哦!) [h1]系統:如何有效運用有限的「時間」探索,難度不高卻充滿樂趣的戰鬥[/h1] 時間系統是本作獨有的特色,在三天內要不斷探索這個世界 難度設定得剛剛好,不需要特地去練等級就能體驗完整個故事 只要按照劇情普通地探索下去,也可以順利推倒最終BOSS 撇除隱藏BOSS,各個BOSS的機制與特色都很明顯,也能輕鬆想到要如何應對 即使是RPG新手,也能在「攻略要點」與其他提示下順利通過關卡 不需要特別農,就可以順利跑完整個流程,一直是薔薇十字桑的風格 我很喜歡這樣能直接流暢地體驗完整款遊戲的感覺! [h1]總結:值得體驗一次,即使RPG新手也能迅速融入的RM作品[/h1] 如果你對作者的作品感興趣,卻因為是RPG新手,或是初次接觸系列作品的人 那麼《幻靈之旅 幻都》絕對是你的首選! 戰鬥難度不高、劇情不拖泥帶水、充滿意料之外轉折的發展 更別提薔薇十字桑那些深掘就會發現超級有意思的世界觀設定……! 不過要歸類的話,這算是小品RPG,流程通關時間預估為10小時內 但是擁有豐富有趣的劇情與設定,個人認為仍是瑕不掩瑜,值得遊玩的RM作品哦!
I've become quite the connoisseur of these oddball RPGMaker games. This one is middling. It's a nice effort and very playable but not especially striking in most regards and I feel my memory of it will fade over time. The translation is poor and the overall story as I understand it is not much better, the aesthetic is confused about the line between surreal and degenerate, the combat system has some good ideas that don't really climb to great heights, and the music is weirdly very good. [i]OFF[/i] is the game that it reminds me the most of. It's a light RPG with a little bit of challenge and not much time or mental investment. I like these kinds of games when I don't feel my best and don't want to play something heavy.
March of Tulpas: Xanadu is an experimental turn-based RPG developed and published by Rosenkreutz (ローゼンクロイツ / 蔷薇十字 / 薔薇十字), blending surreal storytelling with a looping time structure that reshapes how progression unfolds. At first glance, it presents itself with a deceptively simple and even cute visual style, but beneath that surface lies a philosophical narrative built around repetition, identity, and the fragility of constructed realities. The game invites players into a world that resets every three in-game days, creating a cyclical structure that defines both its mechanics and its themes. You begin as a mysterious boy known as the King of Paradise, awakening on a throne with little understanding of how or why you arrived there. Shortly after stepping into the world, you encounter an enigmatic guide who frames your mission: gather allies, explore the repeating lands, and uncover the truth behind the world’s collapse. The central mechanic revolves around this three-day loop. Every action—movement, combat, exploration—advances time, and when the third day ends, the world resets. However, your character’s growth persists. Abilities learned, equipment acquired, and progress achieved remain intact, allowing each loop to build upon the last rather than erase it. Combat follows a traditional turn-based format but introduces mechanics that add nuance to otherwise straightforward encounters. Standard attacks are supplemented by debuffs and specialized actions, including a mechanic that allows the player to drain enemy vitality once certain conditions are met. Healing is intentionally limited, forcing players to think carefully about resource management. Recruiting companions, known as Tulpas, adds strategic depth. Each Tulpa possesses unique characteristics that influence battle dynamics, encouraging experimentation with team composition and skill synergy. Because time is limited within each loop, players must decide how much risk to take before the inevitable reset. The loop system shapes exploration in meaningful ways. Areas that initially feel confusing or inaccessible gradually become manageable as knowledge accumulates. Environmental details take on new significance with each repetition, and subtle changes in understanding rather than geography drive forward momentum. This structure fosters a sense of gradual mastery. Instead of linear progression through increasingly difficult regions, the player grows stronger within a repeating framework, slowly peeling back layers of the world’s mystery. The repetition becomes thematic rather than mechanical filler, reinforcing the story’s introspective tone. Visually, March of Tulpas: Xanadu adopts a soft, stylized aesthetic that contrasts with its heavier themes. Character designs and environments carry a whimsical charm, yet the narrative leans into existential ideas about perception and constructed realities. The juxtaposition between art style and subject matter creates a distinctive atmosphere. Rather than relying on graphical realism, the game uses color, composition, and symbolic imagery to convey mood. The soundtrack complements this approach with subtle and atmospheric tracks that enhance the dreamlike quality of the world. Narratively, the game avoids straightforward exposition. Instead, it gradually reveals context through repeated interactions and layered dialogue. The Tulpa concept—imagined companions manifesting in tangible form—serves as both a gameplay mechanic and a metaphorical device. Questions about imagination, belief, and selfhood quietly underpin the story. While the overall plot may feel abstract at times, players who engage with its symbolism are rewarded with a deeper understanding of the world’s cyclical nature and the protagonist’s role within it. March of Tulpas: Xanadu is not designed for those seeking fast-paced action or sprawling open-world exploration. Its pacing is deliberate, sometimes contemplative, and the loop mechanic may feel repetitive to players who prefer constant forward motion. However, for those who appreciate experimental RPG structures and thematic cohesion between mechanics and story, it offers a thoughtful and distinctive experience. Its strengths lie in its integration of gameplay and narrative concepts, strategic combat elements, and its ability to transform repetition into meaningful progression. Ultimately, the game stands out as a niche yet compelling indie RPG that uses its looping framework to explore ideas beyond traditional fantasy storytelling. It prioritizes atmosphere, symbolic depth, and mechanical experimentation over scale or spectacle. For players willing to embrace its cyclical structure and unconventional narrative approach, March of Tulpas: Xanadu provides a memorable journey that gradually reveals its emotional and philosophical layers through repetition and discovery. Rating: 7/10
「戦闘によって時間が経過するループシステム」や「限られた方法でしかHPを回復できない」など一見難しそうなゲームシステムの本作ですが、丁寧なチュートリアルや解説が備えられているので、遊びながら少しずつコツを覚えることができます。得手不得手の異なる仲間のうち誰を連れて歩くかも含め、パズルを解くような心地で遊べるのが小気味よいです。 ブラッシュアップによりループするごとに得られる特典が増え、レベルのリセットや一部のアイテムを失うデメリットよりメリットの方が大きくなったほか、新たなダンジョンや敵、日数経過やロウソクの本数に関わる仕掛けなど、フリーゲーム版を既に遊んだ人もとことん楽しめるボリュームに仕上がっています。 ストーリーについて多くを語ることはできませんが、広大で色彩豊かな世界の片隅で、小さくとも確かに存在する想いを垣間見てください。簡単に癒えぬ痛みや哀しみに暮れたとき、そっと寄り添ってくれるものができるかもしれません。
很感谢作者蔷薇十字和译者鲅鱼饺子,非常超值的十几个小时,沉迷进去后确实会让人忘了时间。 简单(怪奇?)的画面下是不脸谱化的人物塑造和富有感染力的故事。难度适中的迷宫和独立于轮回外的养成系统也提供了足够的游玩乐趣。Farm相关要素的节奏把控也很到位,疲劳感不强。 游戏好玩,故事精彩。What more could I ask for?
一款很有趣的小众(玩家不多)RPG,一开始没玩懂,因为跟传统回合制RPG有区别,但越玩越上头,感觉有点类肉鸽,本身我不喜欢肉鸽游戏,但这个却非常戳我,这么特别的一个宝藏游戏为啥没人玩呢?
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