
In the Edo period, in a world where demons, humans, and gods exist together, Rasetsu Raki, a princess of the demon tribe who possesses great sealing powers, helps people and defeats the enemies by skillfully using various 'sword techniques' and 'barrier techniques'.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
7.5小时,剧情通关,最后还有个副本,没打。这游戏就会仨技能就能通关了:风阵聚怪『清小怪+打暗狐必须』,后期小怪都能秒你,要趁他不注意,聚怪秒了他们;火剑技,主要输出手段,主要是快+远程,其他花里胡哨的还是算了;明镜止水,就是弹反,首先部分弹幕能弹反,平a有不好用,就把它设置第二个『打天狗设置第一位,有个大量弹幕技能『最终的八幡也有』,直接不动手就能弹死』。最后这游戏后期真没意思,小怪一下能打你七八千,一个没聚怪,就挂了……boss也没新意,这游戏感觉最好的boss好像就是双狐?了……
立绘很棒,故事也是我喜欢的类型。 战斗的小人和动作有点一塌糊涂, 战斗难度是有点,但是学完雷阵后基本就无所谓了,拉远雷阵或者风+雷都能轻松收割一切。 后期基本就点血和心,一直阵法轰炸就行。 塔没闯,因为战斗太无聊了(也可能平衡没做好,阵法太强了)
这款游戏,从上手的第一刻起最感到惊喜的是,本作竟然有这么多可爱的狐娘登场,有阿银、阿金这对姐妹花,还有仙狐燐火、天狐暗月、空狐天日这些自带仙气的存在,简直是一场狐娘的盛宴,黯狐嘛,当然是每一只都喜欢,你呢,你又喜欢哪只狐狸呢~ 游戏的战斗系统,只能用华丽和爽快两个词来形容。它提供了丰富的战斗动作,让你能够快速移动、抢占先机,打出流畅的连击。尤其是那一系列攻守兼备的剑技,搭配上结界术,战斗节奏简直是风驰电掣,快到模糊,绝对能让你肾上腺素飙升,体验极致的爽快感。 然而,这份极致的爽快感,也伴随着不小的挑战。你可别高兴得太早,因为你的对手也是一样快!虽然我们操控的角色性能很强,但是敌人和我们一样,攻击都是嗖一下就来了,几乎没有前摇~这导致打起来有时候会觉得眼花缭乱的,像在看一场高速烟花秀,因为你根本不知道下一颗弹幕会从哪里冒出来,完全没办法提前预判和躲避~这种感觉,简直是对反应速度的极致考验,甚至有点不讲道理~所以,玩到后面,就会感觉这游戏其实是在鼓励玩家速战速决,在敌人出手之前就把他们秒掉,体验一把割草的快感~ 小怪这样也就算了,毕竟是割草嘛~但BOSS战如果能够稍微正式一点,增加一些攻击前的准备动作,稍微降低一下攻击伤害,然后把BOSS的血量稍微提高一点,这样感觉就能让玩家更好地记住每个BOSS的攻击方式,留下更深刻的印象,而不是现在这样,要么躲不开弹幕直接被秒杀,要么就是我们直接把BOSS秒了~这种要么被秒,要么秒人的极端体验,感觉有点微妙,甚至可以说是一种设计上的懒惰~它让BOSS战缺乏了应有的策略性和挑战性,变成了一场纯粹的速度比拼~ 总的来说,这游戏还是挺不错的~如果动作系统能再好好打磨一下,让攻防节奏更平衡,BOSS设计更具深度,那绝对能成为一款佳作~不过,就算现在这样,把它当成一个爽快的割草游戏来玩,也是挺不错的选择~毕竟,狐娘那么多,速度又那么快,光是看着就让人心情愉悦啦~
I like this game! >D!
《罗刹封魔传》是由exeCUTE制作,GAMER Plan发行的一款全年龄向和风ARPG。 本作背景设定在一个架空的日本江户时代,玩家将扮演拥有封魔之力的鬼族少女罗刹来希,通过使用引以为傲的剑技以及控制领域的结界术击败途中遇见的敌人。 整体游玩下来,游戏的完成度还是相当之高的,不仅每个角色都有自己的小故事,玩法操纵也并非纯粹复合按键无脑触发一连串的技能,而是需要用一定的技巧来慢慢适应,不同技能释放的时机和位置都十分关键,一旦你习惯了操作就能一次打败敌人,整个体验也非常有趣。 音画表现良好,动作细节、人物立绘和插图CG都相当精良可爱,场景画面的打磨尤为突出,虽然粗糙感确实有一些,但像素人物和自然景象结合在一起一点都不违和也是真的,甚至你还可以听到水磨附近的水流声以及或者树上的蝉鸣声,沉浸感满满。 对于不擅长动作游戏的玩家来说,前期在面对不同类型的敌人时可能会有一丢丢棘手,尤其是被怪物包围的情况下很难第一时间脱出,实在不适应操作的话也可以先慢慢提升装备;另外本作用键盘操作和用手柄操作感觉完全就是两个游戏,而且键位布局也无法修改,如果可以的话个人更建议用手柄来玩。 总的来说,本作的战斗机制较为完善,且拥有丰富的挑战要素,整体质量中规中矩,喜欢日系ARPG的玩家不妨可以试试。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
罗刹封魔传 × 魔法少女来希 √ (来希:Explosion!) 游戏操作战斗风格类似于伊苏,人物画风都很合我个人喜好,剧情还算可以 挺!期待还有类似的新作品 战斗系统上的不平衡是怪打你很痛,导致你多数不会去选择刀技去近身打怪,一不小心死了都不懂发生啥事, 而且刀技很多问题,比如: -发动技能,第一个可以直接发动,但第二,三,四技就需要1,2,3个平砍后发动,变成很难控制刀技发动在对应的情况。 -没有锁定系统,站位/方向不对很容易打空 (失手的一瞬间很容易被怪攻击毙命 -半月斩还真的只砍半边 站位方向不对就打空了。而且最强的刀技(忘了名)还有前置等待时段,即发动后要等上一小段时间才攻击 (等到来都被怪围殴了,,, -体力的消耗个人感觉比较大 导致回复会比较花时间 所以..... 还不如用 聚怪+爆炎术 来的舒服,boss战丢个2~4个雷的给他 就可以到处溜等boss血条消失就行了,会瞬移的boss就在雷的范围内丢个聚怪而已。无限迷宫后层怕释放爆炎过程中被攻击的话,在进入房间前先丢个雷,再丢个聚怪的 走进去后瞬间触发再跑回通道上几乎是不会被攻击到就是了
Rasetsu Fumaden, developed by exeCUTE and published by GAMER Plan, is a stylized action RPG that draws heavily from Japanese folklore and Edo-period aesthetics while delivering fast-paced, technique-driven combat. At the center of the story is Rasetsu Raki, a demon princess gifted with powerful sealing abilities who chooses to fight on the front lines rather than remain sheltered by her status. The narrative sets up a world where humans, demons, and divine beings coexist in uneasy tension, and supernatural disturbances threaten the fragile balance. While the overarching plot follows a familiar action-RPG structure of confronting escalating threats, it benefits from its mythological flavor and the strong presence of its female protagonist, whose identity as both royalty and warrior adds dimension to the journey. The core appeal of Rasetsu Fumaden lies in its combat system. Battles are presented in a dynamic perspective that allows for fluid movement and positioning, with players chaining together basic sword strikes, special techniques, and defensive maneuvers to control the battlefield. Raki’s arsenal includes a variety of offensive skills such as spinning slashes, elemental-infused strikes, and area-of-effect attacks that help manage groups of enemies. Dashes and quick repositioning tools add mobility, allowing players to evade incoming damage and maintain pressure. The inclusion of barrier-based techniques introduces a strategic layer, as these skills can mitigate damage while creating opportunities for counterattacks. Rather than encouraging simple button-mashing, the system rewards players who learn enemy patterns and experiment with skill combinations. Progression in Rasetsu Fumaden follows a traditional action-RPG loop. Players travel between towns and combat zones, accept quests, defeat enemies, and gradually enhance Raki’s abilities. Equipment upgrades and skill development provide a steady sense of growth, and the variety of techniques ensures that combat does not become stale too quickly. While the game does not introduce deeply complex customization trees compared to larger-budget RPGs, it offers enough flexibility to allow players to tailor their approach, whether they prefer aggressive close-quarters combat or a more balanced mix of offense and defense. The pacing generally maintains momentum, with encounters spaced to keep players engaged without excessive downtime. Visually, the game combines anime-inspired character design with environments that reflect traditional Japanese motifs blended with supernatural elements. Forests, villages, and dungeons are rendered with a stylized charm that complements the mythic setting. Character animations during combat are energetic and readable, emphasizing the impact of sword swings and elemental techniques. While the graphical fidelity does not aim for photorealism, it maintains consistency and artistic cohesion. The overall aesthetic supports the theme of folklore-driven adventure, making the world feel distinct even within the crowded action-RPG genre. The soundtrack reinforces the atmosphere with music that alternates between tense battle themes and more subdued tracks for exploration and story moments. Sound effects for sword clashes and special abilities are crisp, giving combat encounters a satisfying weight. Dialogue is primarily text-based, and while the narrative delivery is straightforward, it serves its purpose without overstaying its welcome. The story does not attempt to overwhelm the player with extensive lore dumps but instead unfolds through interactions and quest progression, maintaining a balance between narrative and action. One of the game’s strengths is its focused scope. Rasetsu Fumaden does not try to be an expansive open-world epic. Instead, it concentrates on delivering polished combat encounters and a cohesive thematic experience. This focus results in a tighter, more controlled adventure that can be completed without the feeling of filler content. For players who appreciate concise action RPGs that prioritize mechanics and atmosphere over sprawling maps, this approach works in its favor. However, those seeking deeply branching storylines or intricate world-building may find the narrative somewhat linear. Overall, Rasetsu Fumaden succeeds as a stylish and engaging action RPG that blends folklore aesthetics with satisfying swordplay. Its combat system provides enough variety to remain compelling throughout the campaign, and the central character’s strength and determination anchor the experience. While it does not radically innovate within the genre, it demonstrates a clear vision and executes it competently. For fans of anime-inspired action titles and mythologically flavored adventures, Rasetsu Fumaden offers a well-crafted journey that balances accessibility with enough depth to keep combat consistently enjoyable. Rating: 7/10
还行,缺游戏玩的时候可以买来玩玩,但数值有很严重问题,建议开ce游玩,不然你铁坐牢。故事剧情比较轻松。
[h1]轻松悠闲的冒险[/h1] 游戏的故事不算新鲜,不过主角的设定还蛮讨喜,女主“罗刹来希”是一位年龄高达数百岁的贵族公主,同时也是一个迷糊萝莉,为了探查最近发生的妖怪害人的奇怪事件,和徒弟桃之助一起开始冒险,整个故事可爱又不失趣味,女主负责卖萌徒弟负责吐槽,分工明确,总体来说游戏没有什么黑深残的悲苦展开,加上游戏刷子向的玩法,还是很适合休闲体验的。 [h1]让人无语的引导和操作设定[/h1] 首先游戏的按键就很反人类,键盘z键确定,手柄b键确定,怎么想都有问题,每次下意识把推出当确定。其次即使链接手柄,游戏主界面显示依旧是键盘的操作示例,需要在游戏中改变控制器设定才能更改,但最开始不太明白的键位的情况下(加上游戏最开始的黑屏bug)真的郁闷了好久。此外进入游戏的引导也略显了粗糙一点,开始游戏我按第一个键就让我跳过序章真的是一脸懵,在技能介绍中,明明手柄y键对应了特殊攻击,结果普通攻击又显示了x和y,真的是让人一头雾水。就个人在最初上手体验的这部分真的难说良好,这些细节之处是游戏最大的问题。 [h1]还算爽快的战斗系统[/h1] 如果不看游戏糟心的引导的话,本作的战斗模块还是比较令人满意的,2D人物2.5D地图让我想到了前段时间的侍神大乱斗,不过相比较而言本作虽然没有那样多灵活自定义的招式,但本作的动作系统依旧可圈可点,除去基础的剑技和招式外,玩家还可以通过符咒来释放结界术技能,整体搭配多样;而且游戏中设定普通攻击的前两段可以格挡远程攻击,后两段可以弹反远程攻击,设定很有趣,但实际体验中很难做到这么精准,基本都是打到哪算哪,不过即便如此战斗流程还是比较有趣的。 不过话说回来游戏也有一个较为头疼的地方就是本作大多是怪都不吃硬直,被击依旧可以正常释放技能,因此就需要玩家在连招的同时需要兼顾躲避,避免被怪物打断攻击,真是由于这样的原因,导致游戏和一般的割草刷子游戏区别开来。整体而言游戏还是有些一些难度的,因此在加点上也可以适当地往体质方面倾斜一下,毕竟活着才有输出。而由于游戏反复刷新的机制导致游戏中升级还是很快的,而作为一个刷子游戏,确实游戏后期的难度也要下降很多,反而更符合我对这个游戏的期望。 [h1]结语[/h1] 作为动作游戏本作还是在水准线之上的,尽管在模式设计上可能稍微没有那么圆融如意,但无论是偏轻松休闲向的游戏体验,还是可爱讨喜的人物设定都让我对本作讨厌不起来,个人认为游戏最大的毛病是及没能做成纯硬核向的动作游戏,也没能在纯割草的路线上走到死,导致游戏特色并不突出,不过即便如此,依旧不影响喜欢轻松动作的玩家前来一试。 [quote] 加入[url=https://steamcommunity.com/groups/GHYX]干货游戏[/url]&关注[url=https://store.steampowered.com/curator/35106417/]我的鉴赏家[/url],不定期为大家带来诚意满满的游戏体验干货。 [/quote]
這是一款稍微要點技術的ARPG遊戲,整體遊戲性、音樂、美術都很不錯,戰鬥主要依靠各種結界術和劍技,不過個人覺得結界的實用度遠大於近戰攻擊,到後期隨便丟丟結界所有怪物直接暴斃。但遊戲前期的補血道具很少又很貴,並且無傷打過一播怪物還有經驗加成,基本上算是鼓勵玩家無傷打怪,死了也沒差不會失去任何東西。至於故事算蠻吸引人的,不過還是有很多地方沒解釋清楚,推薦給喜歡ㄌㄌ和打怪物殺殺殺的玩家購買~
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