
Embark on a grand adventure in Phoenotopia! An action-adventure puzzle platformer inspired by the great classics. Meet charming townsfolk, brave the dungeons, and thwart evil in your quest to save your family.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Russian, Spanish - Latin America, Japanese, Simplified Chinese, Korean
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Achievements don't work :(
一款小而美,类银+类塞(时之笛)。初见相当惊艳,所以非常遗憾(好像因为是资金问题)草草烂尾,剧情填充的部分到后期显然减了料,结局更是非常潦草地被呈现。依旧先抑后扬: -无法空中转向导致操作手感便秘 -默认按键的设置感觉学习成本格外高 -道具入手顺序非常影响游玩体验,说的就是——[spoiler] 十字弩和沙漠地区的那个小偷秃鹫 [/spoiler] -全收集包含的一些隐藏相当刁钻,跟着全收集攻略+游戏内的有偿服务找完的;正如前面所说,虽然后期会有提示,但我更希望场景本身能设置有一些更“高亮”的指引 -因为规模的原因,后期的流程有些局促单调,对比前面紧凑但充实合理的体验有些减分(但一些关卡本身是有趣的) +像素美术很养眼,场景的部分设计尤其喜欢 +知识锁设计得相当好,关卡地图利用率以及一些捷径通路非常精彩 +谜题整体设计难度有股醍醐味儿(太益智了 +有趣的boss战设计 +虽然有弱引导导致的缺陷,但同样激发了强烈的探索欲,不光是地图,还有和npc的对话;台词有事件差分的设计加之文本极其扎实,简单用几句话立起人设。 +继续夸赞台词的设计,在后期兴趣有些褪去后这些可爱的文字依旧能像蜜糖一样吊着我玩下去。 +结合上两条,世界观的展现很自然。 +喜欢游戏前期的故事表现:[spoiler] 潘瑟罗的变化,大人被掳走后,孩子们便成了“小大人”,非常喜欢这种同时有着天真+坚韧的塑造。而和孩子的交互也洋溢着相互扶持的幸福感,[strike] 莫名想起了初看来自深渊的那种感觉 [/strike] [/spoiler] 本来想着全成就,但看着速通和高难自限放弃了,[strike] 本身内容就很硬核了还要硬上加硬吗 [/strike],在低难度情况下我觉得游戏体验应该会更好一些,但是倔强如我就是盯上了这个”普通“难度。总之还是值得一玩。
There has never been such an incredible game that I hate to play. As most reviews will touch on, Phoenotopia has SO much going well for it! And yet, it is severely held back by movement/combat limitations that suck all the fun away. Environs are colorful and unique as the music and characters. The story is engaging, unusual, and brilliantly manages to weave complex lore in at a pace that feels neither sluggish nor overwhelming. I want to note this is an extremely rare trait to find in games with heavy lore. The world builds itself naturally, and this in turn lends itself to a stimulating game experience that makes you want to progress and keep learning. The writing is phenomenal. Quests are enjoyable and varied, as well! The visual style blends well with the rest of the game and is (crucially) not cluttered, even in areas meant to look busy. Again, this game has so much going well. ...And then, it doesn't. Movement is slippery and attacks are slow. Aim is very sensitive on ranged weapons, while your melee weapons have a range that's effectively zero. Together, this means you miss a lot and take tons of damage. And! The knockback on hit is immense. Now, all of this is frustrating, but would not be such a bother if the game didn't require you to regularly undergo fast-paced combat against tens of enemies at once, as well as 1,001 precision platforming puzzles (many of which are timed) in order to progress the story. Prime example: [spoiler]Ancient Vault near Adar's house. I was excited to finally be able to explore this place that had been hinted at from the beginning, but ended up leaving it incomplete because it's full of challenges that highlight the very worst of the movement and combat mechanics.[/spoiler] I'm just about done with the game, and I'm sad to say I'm finishing it just because I love the story and want to see it through. I will not be going out of my way to 100% it. Typically, I really enjoy stretching out playtime by finding hidden secrets or completing optional quests; Phoenotopia has plenty of those to offer! But the hassle, the thought of dealing with mechanics that fight you just as much as the enemies on screen, it's so not worth it,
choose the hardest "difficulty," which is really just the game as it was meant to be played. with basic critical thinking you can find ways to cheese or just get good in most difficult fights/areas. handholding mode was added to the game because of all the noobs in reviews and some still complain about difficulty so just put 2 and 2 together. this game has good combat, movement, puzzles, music, and worldbuilding. buy it so we get a sequel
就这个拿拳套的狼还会抢人吃的回自己血,还是人吗?打这玩意气死我了。落地有僵直,拿武器有僵直全是僵直,打得我一点手感都没了
總結:噁心 雖然操作手感很差,但是其他各方面都不錯,可整體設計真的有種莫名噁心,沒有地圖且東西各種藏,有的地方需要後期取得能力才能返回拿可誰能記得住,不查攻略幾乎不可能找全,即便知道也會有不少要操作的地方, 再來遊戲只要場景切換或是讀取進度整個場景就會重置,陷阱、敵人、寶箱等等,只要不是關鍵都會重置,如果寶箱忘記拿過了千辛萬苦解謎後得到的只會是個外表是寶箱的木箱,給個1塊錢甚至空箱,角色陣亡只有讀取一途,還只有手動存檔 戰鬥部分,東西不少、操作繁雜,例如十字弩用滑鼠可以微控但用鍵盤就只能八方射,可用滑鼠起手會是水平位置得要動一下才能控制,在瞬息的戰鬥中就很難受,人物受擊會依照受擊力量不同有時甚至會像個球到處彈,雖然能在貼地瞬間按鍵受身穩定真要操作還挺難,角色只有受擊才有無敵幀,其他時候只能靠身法操作,戰鬥補血還要看補品,每個花費時間不同最離譜的要吃6秒,有的地方不只推怪還一堆陷阱 最後成就部分強行二周目,遊戲也沒二周目要素就是逼你再玩一次,畢竟全收集跟速通根本不相容,還有不拿強化這種成就 我玩的普通5星,後來只能在設定裡開輔助功能降低難度,最後不開修改我都玩不下去,玩魂游都沒這麼難受
存档点很少,基本上前中期没用过,关键节点不给存档点,一个小时白打,按键轮盘手柄设计奇葩
通关就行了,远离全收集,支线是又臭又长,一点提示都没有,每个支线都是换着法的来回跑
刚打完青蛙神庙感觉还不错,然后就被狗屎大地图劝退,我真的找不到路啊
2026.26不死鸟传说:觉醒 Phoenotopia: Awakening 极其出色的2D横版类塞尔达 我玩过许多类银河恶魔城游戏,这类游戏中的佼佼者,大多会有优质的探索体验。但是玩的多了,自然也不只是那些顶级作品了,其中也不乏那些平平无奇,有些公式化甚至是凡庸之作。 但类塞尔达设计相较之下有着很高的设计门槛,玩法交互方面要给玩家流出足够的自由空间。相应的,这类游戏自然是少之又少。不死鸟传说,就是我心目中对类塞尔达设计的完美诠释。 游戏有着极高的玩法自由度,玩法底层是基于常识的联想设计。比方说有个机关需要重物压着,那触发方式除了用箱子压着,角色占着,也自然可以用炸弹按着。在此基础上,自然也就有了炸弹延时控制机关的玩法。 游戏本身的主线设计没有强引导,也没有任务清单。但游戏世界、各个NPC会给玩家海量的信息提示,比方说南边的林子里藏着一个鱼塘,哪里有着怎样的传说等等。在探索地图时,我或多或少总会发现某些短期内无法触及的引力锚点,抑或是可以动脑思考,找寻到其他的解题思路。 游戏同样做了类似时之笛的音乐解谜玩法。除了那些固定的演奏曲目,本作还有各类场景提示的音乐解谜。比如给出音符数字对照关系的二进制解谜,场景提示音符形状/颜色/数独等各类解谜设计。比较印象深刻的是沙漠里的一个机关的解谜,我第一时间并没有找到答案,我的解决方案是用长矛扎台阶到达高点,而官方的设计是笛子根据下方提示演奏正确顺序触发机关伸出台阶。类塞尔达最具魅力的就是这种多角度的解题方式。可能有时候玩家的思路没能与作者的官方设计对上电波,但合理的操作或者各种灵光一现的小巧思又很好的解决了这点,最终殊途同归。 有关本作的评分其实我很犹豫,最终还是给了bangumi标准的10分。 游戏并非完美,原因有二: ①手感拉跨,下劈攻击、加速跑、空中转向的操作手感有些难受,虽说我很快上手习惯也并不认为这是什么严重问题,但总归有些疙疙瘩瘩的; ②没有自动存档设计,游戏是严格的手动存档,死了就从上次存档的地方重新来过。这种设计本不是什么大问题,但游戏后期难度提升时,大段跑图却鲜有存档时,就开始难受了。试想一下玩个半小时结果资源耗尽无法补给突然暴毙,虽说读档时资源会回到先前的状态,但这半小时却只留下记忆与经验,一切都得重头来过,你是否会像我一样选择关闭游戏暂时先别玩了? 但即便如此,不死鸟传说也是大多游戏无法企及的高度。这种细枝末节的小问题,在游戏的整体设计与海量的内容下,其实也是无伤大雅了。
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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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