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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
Reviews
Lots of unnecessary hate, the game is a simple arena fighter that gives you one move set like sekiro and has you master and fine tune it yourself. The upgrades are fairly balanced but a bit OP, and the game does a good job at scaling each phase to keep it a challenge throughout.
The combat feels weird at first but after a couple runs it starts to flow really well. It also feels very fair, when I get hit I know that I messed up. The progression is also well made. I don't feel like I am stuck where I am at. The game also does a good job at becoming harder as you go along without becoming overwhelming.
While a simple arena fighter with intermittent boss fights seems like a good idea, Miko Melee fails at the execution step. One downside of only having one gameplay element, is that if that element isn't finely tuned and fun, the whole game goes down the tubes. There are definitely better arena fighter on Steam, so I would play one of those instead of this one. https://youtu.be/EX6A5fU2HOw
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Concurrent players on Steam, sampled daily since tracking started.
[table] [tr] [th]游戏由SteamPY鉴赏家提供[/th] [/tr] [tr] [td]SteamPY鉴赏家[/td] [/tr] [tr] [td][h3]上SteamPY淘海量超低价游戏[/h3][/td] [/tr] [/table] [h1]游戏总共6关,耗费7小时通关,10小时全成就,对于我这种3D苦手来说,确实是一种挑战!(乐在其中?)[/h1] 游戏属于基础版的魂类游戏,主角没有任何技能,只有一些基本的操作指令,简单来说就是只能跟对面打铁,利用攻击和格挡消耗对手的体力条,而完美格挡(0.2s)则无需消耗体力条。当体力条消耗殆尽之后,会后退一段距离——游戏主要的输出手段就是利用这后退的一段距离,将对手逼入祭坛边缘,让对手受到爆炸伤害(普通攻击能够造成的伤害可以忽略不计)。 关卡里小怪的直接作用就是让你练手以及早期积攒金币,早期尽快点出“受到祭坛边缘爆炸伤害获得药剂”的技能,这是你能够应对小怪,尽早见到BOSS的保证。游戏可以选择从任意关卡开始挑战(前提是完成之前的关卡),只要击败过任何一个BOSS,即可以随时选择直接挑战BOSS,困难难度下的BOSS伤害及血量增加,且血量不可见。 [u]游戏中,使用回复药剂是一把双刃剑,当我方使用药剂时,BOSS也会回复同等的血量(禁药警告!!!)。[/u] [b]关于全部6个BOSS的特点及打法,下面分享一些干货: [u]BOSS出现时,记得按下鼠标滚轮键进行锁定。[/u] 1.异形战士:左右互搏术的攻击速度非常快,作为第一个BOSS,可以进一步让你认识到格挡的重要性。他的防御比较低,普通攻击也可以造成一定的伤害量,当他被逼至祭坛边缘时,会有较大几率侧移,此时我方也跟着侧跳调整方位即可。熟悉他的攻击节奏后,可以轻易击败(也是一位无怨无悔提供我大量金币的提款机)。 2.死神:他的武器死神镰刀攻击范围较大,攻击方式也较为多样化。特别要注意的是,当死神血量低于50%时,有一定几率释放必杀技,必杀技属于多段攻击,可以在释放之前打断,或者释放后进行连续格挡(大概率吃到前面几下的伤害)。死神的攻击起手式较为明显,同样熟悉节奏后,要击败不难。 3.刽子手:大部分攻击为多段伤害,且节奏较难把握,一般都会吃到1~2下的伤害,需要较长的适应时间,多段攻击也意味着只要被完美格挡,他的体力条会很快见底!掌握好节奏,将刽子手逼至祭坛边缘后,他很难有翻身的余地。 4.伊普里斯:作为一名格斗大师,伊普里斯手上和腿上的功夫都十分了得,当我第一次遇到这个BOSS的时候,对于他那偏慢的攻击节奏非常不适应。适应了前面的战斗,当对上伊普里斯时,也是需要一定的时间去改变自己的节奏从而去适应他的节奏。由于他的攻击方式多为拳脚,攻击距离相对较近,有些攻击方式可以通过侧跳或者后撤避开。当伊普里斯血量低于50%时,也有一定几率释放必杀技,必杀技为横向的旋转激光,可能我第一次被这技能震慑住了,一般他放必杀技我都是按住格挡键全部进行格挡的。伊普里斯攻击后的收招时间很长(后摇时间长),可以有效利用他收招后的破绽,对他进行1~2次的有效攻击,从而尽快降低他的体力条。他的所有攻击基本都会让你有足够的反应时间。 5.独眼巨人(小兵的换皮精英怪):体型巨大,攻击前摇很长,部分蓄力攻击伤害非常高。普通移动可以强制推动我方位移,如果我方被逼退至祭坛边缘就要小心了,应当尽快调整站位——一旦受到祭坛边缘的伤害很容易接着受到独眼巨人的连续打击从而被秒。虽然他的伤害很高,但是攻击前摇长也给了我们足够的反应时间,适应后击败他也不难。 6.神秘少女:她的武器是一把等身长刀,无论是攻击速度还是攻击范围都非常优秀,难点在于她攻击方式的多样化,以及部分连招伤害奇高,基本中招就是被秒。带感叹号的横扫技能接前突技能伤害也是巨大(可以对我方造成80%以上的伤害),基本没满血也是被秒。横扫可以通过侧跳闪躲,无法格挡,前突可以侧跳闪躲也可以进行格挡。还会使用烟雾取消我方的锁定,不过只要再次锁定即可,当她使用烟雾时可以对她进行2次有效伤害。神秘少女作为最终的BOSS也算名副其实了,有了前面那么多的对战经验,想要赢她只是时间问题。[spoiler]这里有一个关于回复药剂的良性BUG:当神秘少女受到祭坛的爆炸伤害从而被击飞或者倒地时,迅速使用回复药剂,神秘少女不会回复我方同等的血量。利用这个BUG,可以让我方时刻保持健康的血量,避免被秒。[/spoiler][/b] 游戏当前只是个框架,以游戏现在的体量,感觉更像是一款练手的作品,可能更适合一些想要接触魂类游戏的初学者,而对于魂类玩家来说是肯定不管饱的。 我当前的评价应为中评。 如果开发者有心,可以在游戏基础上拓展出更多的功能和内容。 衷心希望未来能够带给我们更多的惊喜!
I really tried to like this game.... for almost 2 hours I tried to like this game. Here's the problem... it isn't satisfying to play when it works, and it works only sometimes. Let me explain. The game takes place in a small circle with red edge lines. These red edge lines, when touched, are supposed to explode and do damage to you and/or enemies. So you parry attacks which makes the enemy shields (blue circle with the shield icon) go down. Once it is down, the enemies stagger backwards. Ideally, you want to position yourself so they get pushed into the circle. And here's the problem with this. It barely works. The normal enemies (non boss enemies), they fall backwards. But the circle doesn't activate. So.... you're basically parrying to do very little damage, one attack at a time... until magically they do an attack and explode because they are touching the circle.... they THEY GOT PUSHED INTO AND HAVE BEEN TOUCHING THE ENTIRE TIME! Sigh. Anyways. The bosses are literal damage sponges. If the mechanics of the game worked as intended, things would be fine, the circle does some good damage and feels rewarding. But they don't work. And oh, bosses? They kill you in 3 hits tops where as you stand there parrying 5+ attacks with perfect timing just to slash once. Amazing. When I saw perfect timing, I mean 0.2 seconds. How do I know that? The tutorial of the game tells you that your first 0.2 seconds of your block is your parry window. By the way, your shield bar goes down faster from their hits if you mistime the parry. Oh, and you better believe the circle (sometimes) works when you are touching it. 3+ enemies on the screen? Good luck. You can't parry every combo string at the same time. So you walk in your circle, kite one enemy... and then you break their shield, they fly back.... rinse... repeat. Oh, now there are 2 targeting me? Sigh. Should I even go on? The game doesn't function as it was intended to. And if it was intended to function like this, it's just bad.
Title: Miko Melee: A Mediocre Brawler That Falls Flat Rating: ★☆☆☆☆ Miko Melee by Droyu Games is a title that initially piqued my interest as a fan of brawler games, but my experience with it left much to be desired. Despite its potential, this game struggles to deliver on its promises and ultimately feels like a missed opportunity. One of the biggest issues with Miko Melee is its lackluster gameplay. While it tries to emulate the fast-paced and action-packed nature of brawlers like Super Smash Bros., it fails to capture the same level of excitement and engagement. The combat mechanics are shallow, and the character movesets lack diversity, resulting in repetitive and monotonous battles. There's a distinct lack of strategy or depth in the combat, making it feel more like button-mashing than a skill-based experience. The level design is another aspect that falls flat. The stages lack creativity and fail to offer interesting or dynamic environments for battles. It feels like a missed opportunity to incorporate interactive elements that could have added depth to the gameplay. Visually, Miko Melee is passable but not exceptional. The graphics are decent, but they lack the polish and attention to detail seen in other brawler games. The character animations, in particular, feel stiff and uninspired. In terms of sound design, the music and sound effects fail to leave a lasting impression. The soundtrack lacks memorable tunes, and the sound effects are generic, doing little to enhance the overall experience. In conclusion, Miko Melee had the potential to be an exciting addition to the brawler genre, but it falls short in nearly every aspect. From its uninspired gameplay and character roster to its lackluster level design and online multiplayer issues, the game fails to deliver a compelling experience. There are far better brawler games available that offer more depth, excitement, and enjoyment.
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.
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