
Fixed-value RPG games, also similar to Evil spirit tower. Release different skills to restrain enemies. Observe the distribution of enemies, doors, and items on the map to find the appropriate route. The game has a rich story and four different difficulty levels.
Modeled estimate, not a reported figure. How we estimate →
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About
“River of Time Yarn” is a fixed value RPG game made with a a self-developed deep customization engine. In the game. In the game, you need to observe the distribution of enemies, doors, items and analyze the map structure, and use their brains to find the right path to the next area. Battles with enemies are visually turn-based. You can release skills to achieve specific damage or effects. You will grow stronger in exploration and combat, defeating more powerful enemies. This game has a rich story and visual battle process. As the game progresses to different stages, you will acquire different skills.
At the beginning of the Spiritual Trouble, you will play the role of the Yanhuang leader against the fierce spirit beast, and improve your ability. You will lead your people out of trouble and open the way. On the way forward, you defeat all the enemies who stand in the way, reclaim the territory, and find the truth of the Spiritual Trouble.
The game has 66 levels, covering a variety of scenes with different styles, from the source of Chinese culture, the Thunder Purple Sea, the Ice and Snow, the Island in the Sky, the Mayan Forest, Siberia, and the deep space of the universe.
After the game is cleared, the same game level editor as the developer will be unlocked, allowing players to discover more fun on their own.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Reviews
这是一个完全仿照原版24层魔塔设计的固定数值RPG,地图设计较为乏味,其中国古代神话为主题的视觉包装也非常一般;值得称赞的是,其渐进难度不仅只是修改怪物的数值,也对地图可拾取物进行了调整,而它的主动技能释放系统也给魔塔框架加入了最少程度的交互。 游戏主题使用了中国古代传说题材,针对普通魔塔进行了很多风味改动,但也基本仅限于名称和视觉,比如将原版的三种稀有度钥匙替换为四神兽钥匙;按照稀有度顺位为白虎<玄武<朱雀<青龙(多出来的青龙钥匙仅作为每阶段仅一把的剧情解锁道具,没有使用时机的决策,所以其实并不影响钥匙的稀有度设计)。原版魔塔游戏中杀死敌人会获得金币,本作中将此系统拆分为两部分:每击杀一个敌人都会增加等量的“魂”和“修为”,初始楼层怪物为1点,十层后长江区域地图为5点,如此递增,修为每到瓶颈就会自动突破,增加攻防数值;而祭祀系统更像是原版魔塔中的商人,只不过没有了跑图的麻烦,可以随时将“魂”转换为三选一的生命/攻击/防御数值。个人推荐优先级防御>攻击>血量;因为熟悉魔塔的玩家都知道,魔塔实际上是一个纯数学游戏,你真正的货币不是你的金币,而是你的血量,大部分的时候选择卖血换取永久的攻防提升才能走得更远。 讲讲缺点,本作的地图设计较为一般,如果你为了不消耗钥匙而总是选择有更难怪物的路线进行探索,你会发现你的地图变成必须绕很长路的迷宫。游戏的控制也不太舒服,为了适应更大的地图,主角移动速度很快,但是匀速的移动让“走格子”没有确认感,很容易撞上门浪费钥匙。除此之外,游戏极端简化了原版魔塔的装备系统,变成了每一区域底固定换一次剑的纯数值提升。 综上,本作除了换了套可有可无的中国神话皮,流程体验相比上世纪的魔塔也几乎可以说无甚提升,所以仅向不介意上述问题的固定数值RPG品类游戏的忠实爱好者推荐。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 其貌不扬却干货满满的独立游戏作品。作为一款“固定数值RPG”(类魔塔游戏),《时纱长河》将策略规划与回合制战斗的克制系统发挥到极致。玩家需在地图中动态观察敌人分布、门锁机制与道具资源,通过路线选择、技能释放顺序和资源分配来破局。例如,游戏早期关卡中,玩家需优先击败携带钥匙的敌人以解锁关键路径,同时规避高伤害的灵兽,这种“步步为营”的决策体验充满挑战性。 战斗系统采用可视化回合制设计,技能释放不仅需考虑属性克制(如火系技能对木系敌人的压制),还需结合地形效果(如冰天雪地场景中的减速DEBUFF)。例如,面对雷霆紫海的雷兽BOSS时,玩家需利用场景中的避雷针道具引导雷电反制,这种“环境交互+技能组合”的设计大幅提升了战斗深度。
I like it. I wished the character moved a little slower. It's easy to run past things you want to open or pick up.
有中文 有成就
感觉不错,四个难度层次明显
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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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