
Journey through the realms with your heroes party. Defeat hordes of enemies in a bullet heaven and reach Valhalla where you belong.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Thai, Japanese
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
Completely fails to iterate upon the Vampire Survivors formula in a lot of very frustrating ways. Within the first hour or so, you can "solve" the game by figuring out exactly the combination of heroes and items you'll need to beat the game. You'll then have nothing to do but grind again and again and again until you accumulate the metacurrency required to unlock all the classes, items, and passive damage upgrades you'll need to actually execute that solution. One of the biggest flaws here is that party composition is unnecessarily restrictive. Because your Heroes are only worthwhile if they hit Master rank, and Master rank for each class is gated by possessing three specific items (items which are only available within a 10-15 level range), with some items being mutually exclusive with one another (dropped by a specific boss competing with two other items from the same boss), it becomes apparent pretty quickly that many party compositions are completely impossible to execute, as being locked out of even a single Master class in your party effectively means you won't be finishing the game. What's more, [i]all of this[/i] is nothing more than a needlessly complicated way to obfuscate progression, something that VS presented very elegantly in the form of item evolutions. In Seed of Heroes, rather than simply combining an active and a passive item, you instead have to sift through several screens of information trying to cobble together which classes can or cannot coexist due to the level ranges in which items are available, whether or not they use items that only drop from bosses (and which are therefore mutually exclusive), and whether or not their passive mechanics agree with each other in the first place such that you'd want them in a party together at all. Complexity is not depth. All they've done is taken Axe + Candelabra and introduced eight or nine points of failure that didn't need to exist. Another major pain point is that despite the flashy attack visuals, the biggest threats aren't actually from the bosses dropping aoe patterns like a savage raid. No, it's from the relentless swarm of bodyblocking enemies that deal contact damage. Every single one of my deaths had little to do with the boss fights and everything to do with the enemies simply outscaling my movement speed or damage output after the fourth boss or so and bumping me to death while I was helpless to stop them. One last thing: if you're going to sell a VS clone for almost triple the price of your competitors, maybe include more than a whopping [i]two[/i] music tracks.
not a true rogue like. every run is almost exactly the same
The game has some cool ideas but the execution is so lacking that it's just a disappointment. The way items are distributed in level ranges strictly limits the way you can build. Even if you picked up an item you can't level it up once you level past the range when it shows up. Maxing out an item tends to come with huge bonuses making it essential. Characters each have 3 items that they want which means your party needs to be built such that you can pick up all the items your party needs. You have to know what you're building into from a very early level. No room for error. Game is extremely grindy. Everything is unlocked with the same meta currency. Stat increases, gameplay unlocks, new characters, new items. Everything. New player experience is repeatedly dying around the 8-12 minute mark as you grind meta currency to unlock more meta progression in hopes of being able to progress further. Post game statistics don't even show individual item or character dps so you don't know what part of your build worked well. Ingame statistics don't show modified values for items either. You only see your overall stats represented in generic numbers that don't mean anything. Melee enemies hit you from a distance which feels wrong. There are monsters like slimes that move so fast they pretty much hug you to death. It is common to get stuck in monster and environmental collision. The screen also fills up with so many effects that it's easy to lose track of the smaller enemies and accidentally walk into them.
グラフィックはリッチだが内容は薄い。 まず強化要素をすべて開放してようやく30分たえられるようになる。 マップが何種類かあるが1面しかないので繰り返し感がすさまじい。 そこまでして長い時間をかけて強化を終えても最終的には 移動範囲限定+踏んだら即死するマスを避けるゲームになる。 派手なエフェクトでなにもみえませんけどね。 アップデートも終了したようなのでバッドで。
[quote][h1]我选择一字长蛇阵[/h1][/quote] 泰国独立游戏工作室Vermillion Digital开发的第二部作品《英雄之种》,距离上一作已经过去5年之久,题材也变为了近些年流行的幸存者like游戏。尽管除了几个热门作品外,这个系列大部分都有很严重的同质化现象,《英雄之种》却有着十分独特的组队机制,并且战斗的节奏也有很大的差异。 [h1]养成元素[/h1] 和传统的幸存者like游戏一样,《英雄之种》的升级方式依旧是消灭地图上刷出的杂兵,不过本作的养成并不局限于攻击模式。随着等级提升后主角可以选择武器并决定自己的职业,随后每提升5级会有一个村民跟随助战,并同样可以培养独立的职业。在战斗中玩家可以自由切换队长,不同职业除了攻击方式的差异外还能提供相应的被动,帮助玩家应对不同的敌人。 [h1]主要玩法[/h1] 职业系统类似于传统幸存者like游戏的技能养成方向,每种职业有专属武器,集齐三把后还能额外进阶升级。多种职业在扩大养成周期的同时,还大幅度提升了人物的对侧面,这也是本作的核心卖点。游戏中的精英怪的刷新频率非常高,几乎每分钟都能遇到新的精英怪,并且在规定时间内即使没有完成斩杀也会刷出新的精英怪,长时间堆积的话就需要同时面对多个精英怪和boss。 另外游戏还有一个围攻机制,也就是在战斗途中把玩家困在一个小范围区域内活动,在达成条件后才能解除这个限制。 [h1]游戏体验[/h1] 《英雄之种》与传统幸存者like最大的差异在于游戏的战斗节奏上,除了高频率的boss战之外,本作对于走位要求非常高。传统的幸存者like游戏走位大部分场合是收集掉落的经验值,不过本作中不同的敌人都有不一样的攻击方式,并且地面还会出现方格警告,强制玩家在战斗中走位躲避。同时在地图上还设置了大量的障碍物和奖励宝箱,不仅提高了策略性,也为玩家指明了探索的走向。 游戏的系统不算太复杂,但是整体难度不低,除了较长的养成周期外,战斗的频率也非常高。本作虽然采用了Q版的人物造型,不过特效用的素材非常多,丝毫不逊色与5年前机器人大战题材的《M.A.S.S. Builder》。然而这大概也是本作优化差的原因之一,发热现象极其严重,并且目前也不支持中文,对技能描述的理由有所影响。 [h1]结语[/h1] 缝合了很多元素的幸存者like游戏,《英雄之种》不仅有着丰富的养成内容,并且战斗的特效也十分绚丽。组队系统提高人物的性能变得更加全面,不过也同样提高的战斗的强度,几乎无时无刻都在打boss战。 [quote]加入[url=https://steamcommunity.com/groups/feizhai]肥宅聚集组[/url],这里是游戏肥宅与咸鱼萌新的聚集地。 关注[url=https://store.steampowered.com/curator/28359939]肥宅鉴赏家[/url],一起当肥宅w[/quote]
plz korean sub plz need korean translation
从《吸血鬼幸存者》开山立派,到《土豆兄弟》把这类型做到巅峰,玩家基本也熟悉了幸存者类型基本的通关要点。无他,注意边打边退,注意堆同类词条,只要熟练理解了这两点,即使是语言不通的幸存者游戏玩起来也没什么障碍。那么,我们今天就介绍一款暂无官中的幸存者类游戏《Seed of Heroes》。 《Seed of Heroes》在Steam上的发行商是Sekai Project,是一家常年代理发行galgame的厂商。所以我本来以为游戏会有比较大的文字量,但实际情况是没有,《Seed of Heroes》没有剧情就是纯幸存者类别,具体说说游戏的一些创新吧。 首先《Seed of Heroes》的英雄职业是打怪升级,完成一定数量的选择后,弹出来可以自由选择的,简单来说就是让玩家有针对性的选职业符合前期选的技能倾向。其次本作除了玩家自主操作的主英雄外,还会有两次村民加入,这两次就是三选一。是选择职业互补还是尽可能用同属性优势就看玩家的选择了。玩家通过图标与共鸣高亮,可以快速完成职业选择。 游戏基本所有技能都是含属性增益与自动招式两部分的。当一个技能升到顶级时,它的伤害将迎来一次爆炸性的增长,只有少部分的技能直接以顶级的姿态出现。以上就是本作在堆词条方面的设计,比较简单,值得注意的不多。每次选择都能花钱重roll,还是比较容易达成的。至于另一方面,边退边打,这作就不那么容易了。 《Seed of Heroes》的地图是循环引用设计的,正常情况走不到头,而怪物的大招也会在脚底清楚的显示出来,听起来是不是很好躲呀。平时确实是这样,但是一到boss,那就又变了。本作boss可不是土豆兄弟里那种嘻嘻哈哈,一路躲,到时间就会消失的,必须打死他们。Boss们的大招范围非常的大,血条非常的长,在第三还是第四次就有30条血了。 而且《Seed of Heroes》的boss还有类似招来兽潮的设计,兽潮期间,会把玩家的行动范围限制在一个闪光的圈子里,无数的怪像弹幕一样涌过来,玩家通过技能打出安全空间,还要注意脚下闪起来的攻击指示。如果这个圈里还有几个障碍物,不小心被绊倒几次那么差不多就变血皮了,满血见boss,一波兽潮被带走也不是什么奇怪的事情。 除了兽潮这种设计让我颇有微词,还有一个则是幸存者类型的通病,难以避免的光污染。本作除了后期怪物数量与自身buff招式会让人眼花缭乱外,在颜色运用上也有不舒服的点——火山图。火山图障碍物与周边的环境色差较低,偏偏火山图障碍物还比较多,也不知道是不是我的错觉。另外火山图的伤害陷阱与敌人的招式提示颜色也较为接近,所以我非常不喜欢随机到火山图。 另一个让我不喜欢的,是本作也有较为繁重的局外数值成长内容要玩家去肝,老实说我非常讨厌这种为延长玩家整体游戏时间,转而阉割了玩家初期体验的设计。整体而言,《Seed of Heroes》是一款比较难的幸存者类型游戏。游戏在供玩家堆词条,选择成长方面做的较为宽松,至于边打边退这方面就有点刁难玩家的嫌疑了。 当然对大部分玩家最大的问题是没有中文,不过本作的图标很方便玩家理解,喜欢幸存者类型的玩家可以一试。 [quote]加入[url=https://steamcommunity.com/groups/feizhai]肥宅聚集组[/url],这里是游戏肥宅与咸鱼萌新的聚集地。 关注[url=https://store.steampowered.com/curator/28359939]肥宅鉴赏家[/url],一起当肥宅w[/quote]
out of every game of this genre (and i played alot) this has by far the worst performance ive ever seen. its a 1fps sh*tshow in the very endgame of a run. refunded btw my setup: Mainboard: Gigabyte B550 AORUS ELITE V2, AMD B550 Processor: AMD Ryzen 9 5900X 12x 4.8GHz GPU: AMD Radeon RX 6800 XT 16GB, Sapphire NITRO+ OC Gaming Memory: 32GB PC-3200 G.Skill Trident Z Neo RGB (2x 16GB)
The reward system in this game is nonexistent, ive be play for 5 hours now and i dont feel accomplished. there is too much going on on the screen, collision with a monster or an object is a death sentence everything is faster than you does more damage, they take no damage. if there are build out there i dont know after what point you can say you have a build when you are force to the same items over and over. all i knwo im not having fun and every death it felt unfair and stupid.
It seems that you can rebind basically everything except movement (WASD). You have to pick either WASD, mouse, or arrow keys.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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