
“Princess Chessboard” is a turn-based casual light strategy card-building game based on dice. As a warrior in the animal kingdom, please go and find the runaway princess.
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Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Russian, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Korean
Reviews
[h1]来自公主的疑惑[/h1] 我很好奇制作组到底有没有测试过这款产品?在游戏进入魔法屋的格子后,小魔女会让你的骰子做出些改变(就是铸造骰子),但是居然没有设计返回或退出的按钮(ESC也无效)!有钱我是不知道会怎样,但没钱就直接死档,游戏体验极差!撇开这点来说,制作人也没有设计任何的新手引导,根本不知道你骰子对战在搞些什么?一切都需要玩家的摸索,提高了上手成本。希望好好测试优化再上架游戏,这样是卖不出去的啊! [quote]关注「 [url=https://store.steampowered.com/curator/44066492//]来者不拒鉴游组」 [/url] [/quote] [u][b] 做最真实的评测,用心为玩家推荐 [/b][/u]
加油!
Although I didn't beat this game I still enjoyed it, I liked the art and the sound design a lot. The game did have some underlying issues for me though. It felt like the game wasn't play tested as I found some bugs or issues with certain things, Most of them were harmless but one required me to restart the game because the back button wasn't there for the 'Magic House'. But other then that the game had a clear story to follow, the game is simple to understand but I feel more explaining it could help new players. for the price it isn't bad and I do think the game runs smoothly, and the translation to English was done quite well with minor issues like some words being bigger then the UI.
[h1] 前言:肉鸽骰子+大富翁地图[/h1] 《公主棋局》是一款大富翁地图+骰子玩法的肉鸽卡牌游戏,玩家作为动物王国里的一位勇士,踏上找回逃婚公主的冒险。 每局战斗,敌我都在随机大富翁地图上投骰移动,触发每格的效果、积累事件卡与增益;到达特定格子触发进攻,此时,双方轮流从公用8个骰子中选择,置入己方攻、防、闪避、命中的格子内、计算伤害;之后重复地图投骰、直到对手死亡。 [h1] 省流形式的个人体验:有新意,但感觉不好玩[/h1] 大富翁掷骰子的玩法和《BoardLand》有些相似,但玩法结构上并不相同。整体就本作的游玩体验而言,相比于司空见惯的卡牌肉鸽游戏,本作结合了大富翁地图的玩法无疑很有新意,制作组的创新值得鼓励。但是就个人体验而言,游戏体验一般。 首先,本作的玩法需要玩家在大富翁地图上持续转圈、一些需要当局战斗完成的悬赏任务也具有较高的数值要求,因此游戏节奏较慢;其次,趣味性方面,游戏的大富翁环节+进攻环节都有些死板机械、总让人感觉决策缺乏操作空间、战斗和自己关系不大;最后,各种提升带来的反馈较小,自己没怎么变强的感觉,敌人倒是实力突飞猛进一般;也因此,本作具有一定的难度,以及较高的失败负反馈。 [h1] 详细叙述机制的废话环节:大富翁地图[/h1] 在大富翁的地板上根据骰子的点数进行移动,触发地板效果,有的地板经过加金币,有的需要驻足触发临时的属性增益,也能够经过营地来恢复行动力、并获取一张事件卡;这些事件卡也都需要消耗行动力使用,来赋予玩家一定的回血、回盾、buff效果;玩家也能通过掷骰子时,某些骰子的使用时触发的效果进行回血、伤害等。 但主要伤害的大头还是在于战斗环节,整体就感觉大富翁环节很鸡肋,对于获胜似乎影响不大,节奏还非常的慢。 [h1] 机械死板+强度差异带来的负反馈:战斗环节[/h1] 而本作的战斗环节,则是“和敌方轮流从公用的8个骰子中选择,将骰子置入我方攻击、防御、闪避、命中的四个格子内,进行一回合的伤害计算”。就个人体验来说,这种抢骰子的方式游玩起来非常机械死板,游戏的AI是依次拿留存中的最大点数、分别塞入攻防闪命中,而玩家能做出的行为也无非类似的拿大点的死板操作。 虽然,对于玩家而言,每个格子还会带有一定条件触发的debuff,例如点数>3则不增加属性,点数=1则为自身附加冷气,需要玩家进行一定的思考抉择;但敌方似乎不会触发debuff,是仅针对我方的考虑限制,不存在利用给AI留大点、从而使其触发debuff的策略来获胜,对于玩家的游玩体验影响甚至是负面的。 而随着地图前进,怪物的数值得到提升,但玩家能够获取的强化并不多,有时虽然双方塞的点数差不多大,但就是会莫名其妙被一下打大半管血,也因此玩家体验就更差了。 [h1]总结[/h1] 是一款让我感觉很难的游戏,大富翁地图带来了较慢的游戏节奏,骰子玩法带来了死板的游戏决策,肉鸽方面带来的提升较小,虽然有一定的创新,但目前而言,仅推荐好奇的玩家入手尝试。 [quote]加入[url=https://steamcommunity.com/groups/GHYX]干货游戏[/url]&关注[url=https://store.steampowered.com/curator/35106417/]咱的鉴赏家[/url],不定期为大家带来游戏体验分享,也期待您来一起分享自己的游戏体验干货~[/quote]
好玩,作者很涩,射爆
休闲卡牌游戏,玩法主要以骰子为武器,以大富翁为棋盘投掷骰子移动,每个格子都有特殊效果,前期触发格子效果,然后等点数完毕,等到进攻阶段双方负责挑选骰子放入攻击防御等格子内,然后互相计算伤害,如此反复,后面有点重复,希望能加入更多稀奇的挑战。
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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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