
"Pastelia Stories" is a turn-based JRPG. You will be summoned into Pastelia world, and here begins your wonderful journey. Explore big world just like you want, pick any out of 30 companions, chose one of the story lines and factions to find your way back home.
Modeled estimate, not a reported figure. How we estimate →
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
我最早接触steam时买的游戏跑路了,想来挺唏嘘的
The game has been abandoned. No new updates since 2017.
17年4月开了坑,今年回来重新打了。主线只完成到第二章,maru你人呢,7年过去了。主线才到第二章,不能理解。想给你好评,这种方式只能给你差评。
作者跑路了
跑路了,有生之年。
Simple dungeon crawling jrpg with a good Chinese dialogue. Some gamebreaking bugs though.
可惜没做完。
还是期待一手吧 有生之年系列
It seems that the developer does not want to complete the game. However, I think the current content is self-included enough if the developer frames the "uncompleted part" as Pastelia Stories II content… To be honest, though somewhat addicted, I prefer developer's Marumaru, an RPGMaker based free game more. This game itself gave me a mobile Gacha game feeling, with decent storytelling though. It's vaguely like the mobile sequel of Eternal Senia… As this game and the previous game are both uncompleted but leave a great foundation, I just want to look at the developer's next work, with English support of course! --------- 我2013年时候玩过作者的rpgmaker版marumaru,剧情基本就是本作这样,所以很好奇不做大改的情况下还能加什么剧情。。把教会系统完善一下,增加一些探险地点和人物事件?。。好吧人物事件的确是大坑。。 对比起rpgmaker那种经典rpg系统,本座的这种更像galgame(引擎貌似本身就是做galgame的引擎?。。)的系统使细节刻画和自由度有所削弱,我记得rpgmaker版的魔法公会场景很有趣,本座就只能以几张bg和那个多层楼跳转来体现了。。 貌似当初marumaru就是以“沙盒rpg”来宣传的,虽然两作似乎都并非非常“沙盒”,但有趣的系统还是有的,比如新作废弃的药草合成系统,新作的工厂系统等,探险半天回来收到一堆进账的消息的确让人很高兴。。 系统方面,我没有玩过老评测里喷或者要求回归那个卡牌系统,我感觉现在这个系统的cost机制虽然增加了策略性,但的确有些生硬,比较起那些经典rpg。cost缺乏导致我前作爱用的人物玛雅因为cost消耗太多(最低攻击cost也要2),导致和艾露莲这个最低攻击cost也要2的同时组队时经常无cost可用,只能用伊莉丝,安洁尔这些有cost 1魔法箭的人。话说既然主角的魔法学习界面里魔法箭是最基础的,那那些cost 2法师不也应该会这个技能吗。。cost高的那些法术用起来太不灵活,容易导致后面的没cost无法反应。我是合出一个带慈悲的补偿(对满血人物回复时+1cost)的魔石后给贝尔蒂娜,用她的3 cost全回复刷cost才感到稍有缓解,而如果把贝尔蒂娜这个要么空转要么刷cost顺便回复的人换成其他角色的话就是全用最低cost攻击也绝对会经常卡cost,让人觉得尴尬。。(虽然伊莉丝有深度冥想可以回cost,但她有1 cost魔法箭,而且可以拿我一个50+火力的杖,是主力输出不会用来冥想。。) 角色好感感觉貌似没什么用处(除了丽塔有个人物特性要用好感激活),可能是待补吧。 人物立绘,我也没玩过旧立绘版本,不过从一些事件立绘和官网立绘上看新立绘算是有好有坏,总体更好。伍德隆的立绘不知道比原版高到哪里去了,安德罗妮,丽塔的感觉比原来的符合人物设定(我上官网看Character时一下没认出安德罗妮,原立绘咋一看这人才是主角的范,再不济也是个刚毅果敢的战士,然而实际上。。丽塔虽然原立绘更教会一些,但新立绘那个壮实[spoiler] 略肥 [/spoiler]的形象才更好地体现出其贪财特征,而不是作为一个典型的神圣骑士)。露伊,雅莉的更好看。贝尔提娜的原立绘的安利感觉更强,新立绘的宗教味道更强,这个立绘差别让我感觉到立绘对人物想象也产生很大的干涉作用,原立绘可能让我感觉生命女神根本是个地摊宗教,后者则会让我觉得生命女神虽然不及塞蕾娜教,但起码有一定实力,从作者的叙事中我感觉两者都有可能,这时候立绘差别就产生作用了。安洁尔的立绘也类似,在文本的约束下新立绘让我倾向于认为角色更“幼稚”一些,而旧立绘给我一种 “不应当幼稚却幼稚”的感觉。。类似的,丹尼尔的新立绘也更强调其“招待员”的特点。不好的就是伊莉丝那种了。。。就算我有新立绘的先入为主的加成,仍然无法理解新立绘那个风格是怎么来的。。 等级上限,主角99级没什么好说的,这女主里艾露莲75级,露伊70级会不会给人一种。。的感觉。 感觉现在版本就是带1 cost 魔法箭的强无敌,近战虽然打不出输出,但起码会有主角和一个骑士,还算有存在感,相比之下弓箭手虽然等级上限高的不少,但怎么整就强不起来。。攻击后排的能力鸡肋,用弓箭手不如用AOE。这能力也就在伍德隆还在队时候打哥布林还有点点用。 总之本作还是不错的,不知道作者是不是之后会再出一个什么其他引擎实现的marumaru。。。
太遗憾了,没有继续更新而是跑路了,我还是愿意推荐游玩的
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