
Emilia's life turns into chaos as her family members disappear, one by one. Forced to put her trust in a wolf spirit, Emilia sets off to search the land while pressured into feeding a monstrous power. Will the enigmatic figure she encounters offer guidance, or is Emilia diving head-first into peril?
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Ukrainian, Spanish - Spain, Spanish - Latin America, Traditional Chinese, Portuguese - Portugal +1 more
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
O que mais gostei foi a atmosfera: pixel art melancólico, que em certos momentos me lembrou Celeste, e um movimento fluido e responsivo que torna a exploração deste pequeno metroidvania genuinamente satisfatória. Por outro lado, achei a aventura curta, pouco mais de duas horas e meia, com poucas habilidades e um percurso bastante linear. Ainda assim, fica a recomendação: uma experiência compacta, bonita e com alma.... Análise completa no Youtube https://youtu.be/B3CTM6L6ZC4?si=EKreQdUT1ox1C-mO
It's alright. The game can be beaten in about 2.5 hours, which is pretty short, but I don't hold that against it. I feel like it should be closer to $5 than $10, but you have to decide if that play time is worth it for you. As others have mentioned, the controls are serviceable but it's nowhere near as tight as a game like Celeste. A lot of my deaths felt cheap because it doesn't feel like there's enough momentum in the jumps. It also felt like the jumps weren't high enough for the platforming it was asking you to do. Boss fights were by far the hardest part, but they weren't impossible. Story is whatever, that's not the point. Get it on sale if you want to waste a few hours - just don't go into it with high expectations and you can have fun.
作为一个跑酷游戏总体上来说中规中矩,2小时即可通关体量算小,地图设计还算稳健 内容上雷点和故意设置的恶意不多,隐藏要素提示都比较清晰明确,小女孩叫声像憨色(bushi) 但核心体系明显有不小的毛病,游玩体验上很大程度会被影响 1. 这几乎完全没有的受击无敌时间是何意味啊,这一点把游戏的失误惩罚放得非常大,无论是堵在怪堆里还是掉到尖刺上,基本就是一个重开的结局,然后重开又不是自动存档点而是固定点位,来来回回距离长了挫败感也很强。既然玩家现在就没有办法在跳跳乐环节利用受伤来逃课,不如受击给个击退再把无敌时间给得慷慨一点,或者干脆像一些游戏一样把尖刺陷阱改成掉血+边缘重开,免得每次掉进去还要多被折磨两秒看着自己死 2. 利用进攻去行进的方式失控感比较强,特别是在面对需要精密操作后续方向的情况下,经常调整不过位置,或者单个怪的偏移量过高就会高跳失败,而且相对的只有在进攻的瞬间调整方向有子弹时间,后续把你打飞出去以后有一点预想中的偏移就完全看你反应速度没有任何辅助性的功能了。在这类游戏里,二段跳和空段冲刺的意义就在于此,不只是为了前往更高或者更远地方的一种机制,更是跑跳过程中对精密位置把控的一种二次调整,基础动作的控制性不够完善,截止1.2小时左右的游戏时间时获得了二段跳能力后进攻冲刺的速度过快导致的问题也并没有完全解决 3. 弹幕和怪物进攻突刺左脑攻击右脑,互相抢夺锁定优先级导致经常性想穿过boss进攻时往弹幕上创,或是成功攻击boss后被后续弹幕糊脸,依旧是一个没有给够无敌帧的问题,最后结果就是在一个为了让操作性和背板能打出华丽画面的跑酷游戏里,玩家看着怪物的弹幕海决定发呆到它攻击结束再上... 正是第二点和第三点的完美结合,当你点满回能和能量上限,本可以放开手脚进行一场爽快的高速空中攻坚战时,结果却因为最终boss生草的即死岩浆地形,完美构成了一个动作分解并不难,但打起来完全只能缩手缩脚打一下就退否则一不小心就会跟着弹幕冲进岩浆的尴尬场景 4. 画面有些脏乱,一些地图陷阱的美术表现基本等于没有,撞上去才发现是刺
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