
Card-based strategic roguelike with a mix of deck-building, auto-battler and territory management. Choose between +300 unique cards to create a deck that matches your playstyle, and lead your forces across the whole continent in an adventure that will unveil the truth behind this world.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, Japanese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
当我第一次游玩《转生为领主开始冒险吧》这款游戏的时候,恍惚间我被游戏的画风引导以为这是一款小黄油。游戏中登场的几个妹子的立绘看起来实在是太像是小黄油了。然而当我看到发行是2P Games的时候,明白了游戏肯定还是全年龄的,只是这样的画风不做小黄油确实是有点可惜了。游戏的画风基本上是AI作品,而且是那种换皮游戏的即视感,所以小黄油的画风明显。综合考虑游戏的价格还算说得过去,否则单看游戏的画风确实有点没眼看。 游戏使用了近两年比较常用的转生到异世界的题材。玩家的灵魂被召唤而来,附身在妹子的身体里,担任领主的位置负责领地的建设与战斗。 游戏包含了领地建设、卡牌构筑与自走棋的玩法。其核心玩法便是自走棋为模型的策略战斗。游戏中,玩家需要在四个风格迥异性格多样的妹子中间进行一些叽叽喳喳的日常剧情,用来调节整个游戏的氛围。游戏的战斗主要是通过卡牌玩法的自走棋形式,玩家需要在战斗之前配置好卡牌,并在游戏中通过释放卡牌将战斗单位布置在三行战斗环境中,不同的战斗单位拥有不同的战斗射程与攻击范围,并且每个单位的卡牌在手中的时候都有一个准备值,玩家需要跳过回合直到卡牌的准备值为0后才可以布置在战场上。游戏中的单位一旦布置成功,就会自动根据回合的推进进行自走棋回合制战斗,每个卡牌有自己的攻击力和生命值,如果前方没有对手的战斗单位那么会直接对领主本体进行杀伤,这一些系统相信每一个玩家都不会觉得陌生吧。在战斗地图中游戏还包含了一定的Roguelike元素,玩家可以在地图上移动来选择合适的下一个探索点。当玩家通过战斗和探索收获一定的金钱后就可以在自己的领地上进行一些建设活动了。主要也是提高卡牌的加成属性,以及升级卡牌等操作。 综合来说,游戏的玩法是一个糅合了多种常规玩法的大众题材游戏,亮点不多,玩法比较杂。游玩的体验一般,属于中等水平,画风比较涩,但是AI痕迹明显,应用于这样的正经题材游戏我感觉是不太合适的。游戏的定价比较合适,所以姑且我还是给出好评的推荐。 [code] 点击关注[url=https://store.steampowered.com/curator/26214428] 電玩狂熱愛好者 [/url] ,以获取更多游戏评测、资讯、攻略 [/code]
Yes it uses AI art, which may be a turnoff for some. Except for the generic look, I don't mind it. There are no outlandish weird or ugly mistakes on the art, like extra fingers or hands, so the dev probably touched up the art The translation is passable. You can understand enough of what they're saying but it's awkward, and it goes for some cringe meta humor. Don't play this for the story. For gameplay it's basically like Monster Monpiece from Compile Heart if you played that on the vita. You have 3 rows and you choose which row to summon your cards onto the field and they'll automatically move to the right each turn until they reach the other side and attack until they run out of health. There are a few things that make it more complex than monster monpiece. The field is a lot longer, but the units also move a lot faster, like each turn units may move 2-4 spaces depending on the unit type. I think movement and attack range needs to be conveyed more clearly. There are also summonable buildings that stay in the rear and offer passive effects. If a unit dies, it goes into the infirmary(discard pile). There are some cards that can move units from the discard pile back into the deck. But otherwise the deck does not get reshuffled if it runs out. My problem with this is if you run out of cards, you get locked into a situation where you can't do anything. No cards to play or summon, just wait for the enemy to finish you off. When you set out, you can choose from 4 characters. You'll get a different starter deck of units depending on which you choose. There's some permanent upgrades in the form of base upgrades which will affect how much starting cash you have or discounts on recruiting new cards. Each time you lose, you get sent back to the town and lose the deck you had built up, but you don't lose the money or experience for upgrades, so it's pretty generous. Exploring the map is very much like a deck builder roguelike, but you can't see the full path so you can't plan ahead. You just see the next 3 choices. They might be completely randomized. It's okay. It's not great or anything but it's fine for the price. I'd give it a 3/5.
This is the translation of chinese language update from developers. I don't recommend this game as its full of questionable design choices. Like a Quest system that has a screen for it but you don't get any quests. The devs also don't bother answering any questions in the forums, even basic game functions. Very disappointing. Hello everyone: First of all, thank you all players for supporting our game. I have carefully read all your comments one by one. I would like to solemnly apologize to you for the fact that the game cannot meet your expectations! I was originally just a melon-eating friend like everyone else, and it was only because of an opportunity that I embarked on the path of independent game development. The inspiration for this game came from one day in 23 years, when people in the group were reminiscing about old games. We all remembered a web game we had played that had a unique combat mechanism, but was later completely destroyed by money. . It just so happened that I was about to leave my job at the time, and I still had some savings that could be used to make games. Wouldn't it be nice to make an independent game by myself at this time? The formation of personnel began in May 2023, mainly from Tieba recruitment. Our team mainly consists of 6 members, namely me, the offline programmer, the offline artist (mainly responsible for synthesis), and three part-time online artists (responsible for the skeleton UI and the villain respectively). So we are not a professional team at all, and we don’t want to make any work that will make you lose money. Some players have commented that the art of the game is poor, and you are right, but it is indeed made bit by bit by enthusiastic club members for us with low wages. There is no denying that the vertical paintings are indeed run by AI, but the first release of nearly 300 vertical paintings, all of which are hand-painted, is really unrealistic for us. If there are only a dozen hand-drawn vertical paintings, it will not be able to show the ideal different world we have in mind. In order to make the players look more comfortable and ensure that the styles of the vertical paintings are different, we also found dozens of models in total, ran more than 10,000 original pictures, and added pictures (because the positions and proportions of the pictures run by the AI were wrong) , and refined the misalignment/extra fingers of each picture. This part also took four months of offline art. The changes mainly come from the program part. The original offline program was in the form of basic salary + share. Around November last year, when the project was about 1/3 complete, I had already put my personal focus on private orders, and development efficiency began to slow down. After receiving a better outsourcing order in 2024, development has basically stalled, and an inoperable package suddenly ran away before it was launched during the New Product Festival (February this year). The night before the New Product Festival, my publishing teacher and I worked hard until 4 o'clock in the night, and we had made final preparations, which was to roll back the version for one month, and put the previous demo version that only had Simplified and Chinese on it for the New Product Festival. Fortunately, with God's help that day, I found the bug left behind by the previous program and released a multi-language package before the holiday, which is the demo version that everyone later played. After the New Product Festival, I found many programs to take over, but many people saw the original code and said that this style could not be taken over. Generally speaking, the fate of a Tieba group game can come to an end here. Fortunately, I know a brother who is working. He happens to know me and has worked with the original program, so he agreed to take over these difficult-to-read codes online. Of course, his time is limited, (the price is not cheap) (laugh)). After I invested all the remaining savings, we spent 3 months completing some finishing touches and fixing some of the original bugs, so everyone saw the current version. In our original design plan, this game had a commission function, an achievement system, an endless mode (in the endless mode, players choose each other’s gains), and allowed multi-player online tower climbing, as well as a set of cards for multi-player battles, and Get ready for a creative workshop. The combat gameplay we are planning should be more interesting and brain-burning in terms of PVP gameplay, but the current capabilities do not allow us to release a version like that. At present, the game still has many weeks of plot after completing the level. You can experience at least 4 professions and play one round for each profession. We are also aware that the content of the game has shrunk, and we have carefully read the comments of players. The current price in the country is 21 after discounts, and there will be various discounts in the future. If 21 can bring you three to five hours of enjoyable gaming time , and I hope you can be merciful in the comment area, I am grateful. Regarding the follow-up plan: The current sales revenue will be given to the current program brothers to see if they can fix the bugs and develop some new functions as much as possible. If there are bugs caused by just filling in forms, editors or simple codes, I will track them at any time and fix them for you as soon as possible. I hope you will feel free to submit them to me in the group. Although this work has various shortcomings, and we may not be able to do it better in the short term based on our current capabilities, it is the product of our efforts and we will do our best to make it better. better. Finally, we would like to thank all the players again for their support and hope that our efforts will live up to your expectations!
游戏还有很多BUG,而开发者跑路勿入
沒錢做遊戲是你的問題 做不出來就不要賣錢 賭人懶得退款能坑一個是一個? 事後才道歉賣慘還不如別上架
[h2] 一款表现平平的自走棋游戏 [/h2] 满怀激动的打开《转生为领主开始冒险吧》这款游戏的时候,我被漂亮的立绘深深吸引,想必这一定是个充满刺激剧情的好游戏。可是没有想到只有一些穿越转生异世界的俗套剧情,好看的画风也只是存在于牌面,内核还是适合幼龄化的回合制自走棋。 在剧情方面:还是那种主角被召唤,附身于小姐姐的升级打怪的俗套剧情,但是其中日常小剧场的穿插使剧情显得不是那么的乏味。 在音乐方面:个人不是很喜欢本游戏的背景音乐,仁者见仁吧 在游戏性方面:不只是单一的自走棋游戏,其中还包含领地建设,轻微肉鸽元素,使得游戏整体不是那么容易腻。 在画风方面:卡面有些AI风,也有些页游风,甚至在画风方面还保留着十年前页游的水准,有种童年的味道。 总体来说,这是一款表现平平的自走棋游戏,但好在价格比较便宜,无聊的时候可以玩玩试一试。 [quote]关注&加入[url=https://store.steampowered.com/curator/32969453/]大众点评[/url],了解并体验更多好玩游戏[/quote]
说好的更新完全没有,疑似跑路了,游戏只是到了可以玩的级别,但各方面都是玩了个寂寞不知道在玩啥,这种级别的完成度还不如去小程序找个类似的玩没必要花钱
The game crashes... a lot. It is a fun game when it works but when it crashes you just lose interest of playing this again.
[h1]前言[/h1] 基建、自走棋、牌组构筑以及Roguelike,这些元素在游戏中其实都不算陌生,当他们结合在一起,那么《转生为领主开始冒险吧》就来了。作为被召唤的伟大意志,你将引领晨星国的四位美少女领主开始远征,通过冒险提升等级获取资源来造福城镇,发展领地并且解锁新的天赋。 [h1]音画表现[/h1] 二次元美少女的立绘以及Q版画风,比较可爱,其中部分运用了AI技术并对AI部分进行了手工修复,UI以及地图等场景看着也都比较舒服,战斗时的背景音乐也比较急促,刚开始的故事背景其实比较简单,不同的是异世界勇者变成了存在于本土领主脑内的玩家大人,有种戒指内随身老爷爷的既视感。 目前游戏内有四名美女领主,在城门时可以选择其中一位出征,这部分采用了Roguelike的形式,可以在地图中选择一个区域开始冒险,进入区域后地图上会随机出现几个可供选择的图标,最常见的就是代表战斗的普通战斗以及头目战斗,特定层数后进入BOSS战,当然也有着篝火(可以进行休息恢复角色血量、冥想提升手牌上限、宴会提升士气等等)、商店以及随机事件等等可以进行选择,可以利用战斗获取的金币购买新的单位卡牌,为你的士兵卡牌进行附魔等等。 [h1]玩法体验[/h1] 战斗部分结合了自走棋和牌组构筑,敌我双方都可以上阵招募的士兵,和以往的策略游戏不同的是准备值得出现,每张卡牌都有着上阵前的回合准备值,替代了熟悉的行动点,准备值为零就可以上阵单位,出阵后根据士兵本身血量攻击自动移动战斗,可以委托自动出阵也可以自己手动,并且还可以选择洗牌来更换当前手牌。 这部分需要注意尽量不要让对方出阵的单位接近我方角色底部的格子,不然你就会发现你上阵的单位不会攻击身后敌人,虽然可以利用法术牌直接损血,但是前期卡牌数量有限,伤兵营的单位没有复活的话只能失败了,不过失败是成功之母,你选择的角色都会提升经验,在返回主城后,可以在市政厅领取税收,利用水晶进行建筑升级,提升市政厅收入或是增加城堡出现珍稀士兵的概率进行集合招募,并且利用升级获得的天赋点解锁天赋,建造酒馆之后还可以在酒馆里面进行聊天和请喝酒来提升士气等等,在招募到特定的单位后可以在城门选择提升难度来进行远征。 [h1]总结[/h1] 该游戏的美术看上去比较舒服,立绘可爱,核心还是在肉鸽战斗的部分,你需要失败多次然后进行基建提升以及天赋解锁,四个美少女领主有着不同的卡牌单位和各自的经验等级,可以挨个进行提升通关,自走棋元素的融入可以一定程度上解放双手,没有太复杂的机制很好上手,不过就显得战斗体验策略性不高,比较影响重复游玩的吸引力,这里还是希望后续能有一些拓展。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
更新が無くて悲しい
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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