
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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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
本作是在传统rpg的基础上,加入了更多诡异奇幻风格的作品。可能刚刚进入游戏时会有些迷茫,不断收集伙伴推进主线,世界的谜底都将揭开。 恋情拥有动摇世界的力量,不是理所当然的吗。 以下是尽量不剧透的一些攻略: 本作是在三天内循环的世界,以蜡烛作为行动的计数器,进行战斗和一些特殊行动将点燃蜡烛,所有蜡烛都被点燃后,每次从出入口切换地图都将强制推进天数,第三天结束后世界将会重置,因此在探索大型迷宫时需要规划蜡烛的使用,防止在boss门前触发重置的事故。 迷宫探索达到一定进度之后可以打开传送或近路,不用担心下个循环还要把整个迷宫重走一遍。 角色的最大等级是30级,每次轮回结束后,如果上个循环的主角等级刷新了最高等级记录,可以获得奖励,包括能力提升道具和地图解锁道具,没有地方可以探索的时候就刷级吧。穿过传送阵会刷新地图小怪但不会触发时间推进,练级可以利用。 普通攻击的属性随装备的武器属性变化,如果发现攻击对怪物无效,有可能是装备了怪物抵抗的属性的武器。部分武器可以野蛮地攻击两次,带上它们提升普通攻击的效率吧。 本作回血的手段相对有限,尤其在免疫被吸血状态的boss战中,大部分时间需要通过hot维持血线;需要规划队伍hp,通过属性抗性和防御buff减伤。 探索相关: 一个地点完成探索后会在大地图上显示王冠。 每个npc都可以对话,有些会解锁新的地点。 没有需要翻箱倒柜的隐藏道具,所有地图道具都放在箱子里或者有明确的提示。 回复道具不能保留到下个循环,素材道具、装备、升级道具可以保留。
[h1]这个RPG有点意思[/h1] [h1]基本信息:[/h1] 《幻灵之旅 幻都》是一款个人独立制作的战斗RPG。游戏中玩家将要扮演一名名叫“乐园王“的角色在一处处奇幻世界里进行一段怪诞又离奇的冒险旅程。游戏中,我们将在初始的伙伴帕斯的提示下,不断去寻找可爱伙伴、挑战神秘的任务、探索未知的地域,最终集合众人的力量开启庭院的大门以开启这个世界的真相。然而”谎言,妄想,也会成为照耀真实的光“,我们所寻求的世界的秘密就真的在在庭院的大门之后吗? [h1]游戏内容:[/h1] 游戏虽然制作并不算多么精良,但它在很多方面都有特色。怪异画风契合它诡异的设定,“循环“元素更凸显荒诞的剧情,还有它的背景音乐也是十分好听。游戏总体以探索为主,开始我们的大任务就是寻找六个伙伴打开庭院的大门,而伙伴却在世界之外。我们所做的就是在外界寻找到任务目标,并营造出幻想并带回自己的世界。从此它们就会陪伴我们一起冒险。然而与安宁的庭院不同,外界充满了冒险并且还在不断地循环 [h3]战斗:[/h3] 与一众回合制RPG相同,本作最多上场四人基于HP、MP、TP你来我往甩技能。比较有趣的是本作增加了怪物情绪,也就是当我们防护住怪物的部分攻击或是打击出了不错的伤害就会造成特殊效果以配合适当的技能更快结束战斗。同时,这里特别推荐药水点的黄昏,可攻可守,比起开局给你个奶妈却只能治疗自己靠谱多了 [h3]循环:[/h3] 游戏中很有意思的一个机制就是玩家在外面的世界是不断循环的。我们在外界的行动都会点亮蜡烛,而固定的蜡烛数点满时,当我们离开场景时就会消费一天。而三天的时间结束,我们就会强制返回庭院。期间我们的等级、大部分道具都会重置,只有结尾用金钱换来的业报可以存在,可以说是,幸幸苦苦二十年一朝回到解放前。然而游戏又非常鼓励玩家升级,因为一旦玩家刷新最高等级,回归就会有额外奖励。所以如何在固定的行动数里获取更多的经验也是很需要玩家去考虑的 [h1]这里来总结[/h1] 不平庸、也不出色的冒险RPG。而且游戏叙事比较谜语,个人猜想就是乐园王想要一个美好的世界但不能实现,再次醒来在与同伴的冒险历程中发现虽然生活充满虚假的谎言,但同时珍贵之物也在身边,RSB! PS:不过出色的本土化翻译简直要笑死我 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url=https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力 [/quote]
[h3]"I draw the world with the curse of love"[/h3] March of Tulpas is the kind of game you play and inevitably ask "Who makes something like this?" All I know is their name is Rosenkreutz, and I want to applaud them. Even as an RPG Maker game, March of Tulpas is one-of-a-kind, and probably my favorite of the genre I've ever played. All of the ingredients on display should sound familiar from throughout gaming: a time loop, roguelite-style gradually unlocking skills and stat floors, a party with diverse skillsets and strengths/weaknesses. But March of Tulpas proves that the right combination presented the right way makes the familiar into something fresh. For each time loop in the game, the player is free to explore the world and try their hand at various dungeons. Every battle is visible and must be entered willingly, with each lighting one of a limited number of candles. Use all your candles, and the next screen transition advances the day. Three days, and your loop is over. You gain a variety of rewards, including more candles for setting a new max level record, and can craft upgrades like permanent stat increases or a higher starting level using materials found while exploring. Once you're prepared, it's back into the next loop. This design encourages the player to intuit exactly how many battles they need to do to achieve their current goal, and avoid excessive grinding. The dungeons are fairly straightforward to navigate, short, and always include shortcuts. The game is well tutorialized, and even offers advice on which party members are well suited to each dungeon. Genuinely, I was impressed how often March of Tulpas deliberately avoided wasting my time. The game is easy to break into ~1 hour sessions, and I was always excited to continue playing. The combat is as standard as it comes - selecting options from menus and watching damage numbers flood a battle log at the top of the screen. It's exactly the sort of RPG you're [i]supposed[/i] to make in RPG Maker. The main departure is that healing in combat is scarce, relying mostly on heal-over-time buffs and a unique status "Dignity Break" which allows characters to attack with "Predation" skills, healing for all damage dealt. It strikes a nice balance, ensuring you can always enter battles with a fighting chance thanks to plenty of out-of-combat items, while what happens in battle depends on your strategy, team composition, and a little luck. Buffs, debuffs, and resource management are all integral to success. You'll absolutely want to level and use every party member, as well. All that said, one of the upgrades is an increasing supply of 100% recovery items usable in battle, which lowered the difficulty over time. I still had a lot of fun with the boss fights; even when I wiped, I usually felt like I could then win using the information I'd gained. But if you want more of a challenge, everything like this making the game easier is optional, which should work for everyone. Finally, for the largest elephant in the room (and my favorite part)... March of Tulpas is a bizarre fever dream of a game. Aesthetically, it is hard to even appropriately describe. The world is garish, freakish, and communicated in such a surreal and matter-of-fact tone. You will receive no explanation for most of the sights you see, whether they be hideous enemies in battle or leering faces watching you from the trees. NPCs speak in stilted, imperfect sentences (possibly a consequence of the translation from Japanese, but somehow contributing to the atmosphere). Your party members are simultaneously complete strangers, and your very best (imaginary) friends. Item and equipment names read like poetic chuuni nonsense. And most surprising of all, the backstory scenes are quite compelling. There is a narrative connecting everything here, and it's not even that strange, making every other choice so much more interesting.
戦闘システムが独特で特に回復が思うようにならないのがけっこうストレスになってカルマを上げまくったりしたけど、いい加減に飽きて10回以上ループしたところで、それまで歯が立たなかった[spoiler] 五大[/spoiler]にあっさり勝てたのでTrue Endまで一気に見た。とりあえず各地のダンジョンを隅々まで一回は廻り、カルマ関係のアイテムをちゃんと回収すれば先に進めるようにはなってるけど途中の停滞感も癖があったので、ここで投げたりする人もいるのかな? まぁ、値段相応のおもしろさはあったのでお薦めにはしときます。
A pretty fun JRPG with a bit of roguelikeness. I wish it was more serious, because aside from the main story itself, characters and dialogues are mostly silly. The turn-based combat system, on the other hand, is very solid. The game's unique artstyle is very nice, the OST incredibly good. [spoiler]Objectively:[/spoiler] 8/10
[code][h1] 欢迎关注 - 鲤鱼王超进化 [/h1] ~致力于向大家推荐好游戏新游戏~ https://store.steampowered.com/curator/36257459 [/code] 谎言,妄想,也会成为照耀真实的光。 本作品是奇妙,可爱,而且有些怪异风格的传统回合制RPG。在三天就会毁灭的无限循环的世界中冒险,揭开藏于深处的秘密。在世界各地散落着各种能够揭开秘密的只言片语,等你去挖掘。 设定独特的回合制RPG,战斗不难,但是战斗会消耗时间,而消耗到3天的时间结束就会回到一开始,但队友不会消失。所以难点在需要避开敌人,善用SL大法,避免消耗时间。 b站实况:BV1a94y1Y7gw
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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