
Welcome to play this fast-paced mild Roguelike action game "Shadow Heroes". Please follow our working group: "Tower Games".
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Languages: English, Simplified Chinese, Traditional Chinese
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在这里养了一只猫猫,路过的朋友可以摸摸她一赞摸一次,good game! __ /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
类似一击必杀的玩法,但是操作复杂度有所增加,有多角色可选,有培养系统。 打击的爽感不错,敌人密度太低,空歇期太长,BOSS战似乎没CD是不是就只能硬吃伤害。 首启动默认英文,教程完了手动强制退到首页才能进设置菜单勾选中文。 新手或者不懂外语的玩家可能直接以为没中文,或者错过教程。 国产游戏默认外语启动…… 玩法方面,就硬性重复堆数值,升级选技能频繁打断。吃个血包还要跑图砍箱子等时间。 我想要一口气砍到底的爽感,但是回合制的表现形式非常影响体验节奏。 就像是做幸存者类型,你们借鉴的是一击必杀没错吧。幸存者和一击必杀追求的是极致的纯粹,但是在你们眼里误以为是人家功能上的缺失,添枝加叶,反而画蛇添足,核心特色没学会,创新出了反效果。 题外话:最近忙得不可开交,又恰逢OW归来发布,刚特意退出OW来试玩这款游戏,主菜单一眼看到黑绿配色机械剪影风格源氏,名字也叫源氏,非常败好感。果不其然旁边还有什么卢西奥,金克斯,电锯女孩,罪恶都市之类的梗。嗯……感觉很没必要……缺失文化自信! 跟开发者的聊天记录: 可以直接去掉回合,让回合字幕直接显示,不打断,直接重叠,然后每个回合多点敌人,可能需要根据敌人数量重新修正CD,你看一击必杀哪有什么喘息机会,没学到一击必杀的精髓,你看一击必杀,远处的敌人,是加速补位到玩家跟前的, 敌人跑过来,而不是玩家跑过去找人家。你可以改成按住上,A,按住下A,而不是UIO。方向+A,或者AA,或者下前A,而且你这CD,你加技能又加CD,改平衡又一堆事,我说的也不一定全对,多思考,方法太多了,筛选出最好的方法,送你一句话啊,对我受益终身的,设计的时候对自己用减法,对玩家用加法。追求,小改动,大效果,比如改1个地方,解决3个问题,而不是3个问题3个解决,一击必杀里面有抢夺武器,拾取武器,击回武器,各种武器,还有各种表现形式,但是他的核心就是尽可能1个攻击键实现全部,操作唯一,表现丰富。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
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Hours played at review time, across 40 reviews with recorded playtime.
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[quote] ★★★★★★★★用黑色译作背景※用文章谱写铭记☆☆☆☆☆☆☆☆ 「点击关注 [url=https://store.steampowered.com/curator/9619592-Blacklist_//]黑名单鉴赏家[/url]发现更多好游戏 ,点击加入[url=https://steamcommunity.com/groups/Blacklistgroup_/]黑名单[/url]」[/quote] 这是一款横版动作游戏,游戏的整体体验有点像以前玩过的火柴人格斗,不过做得更为简陋一些,这款游戏是真正意义上的横版,角色只能通过AD键来左右移动,而玩家所要做的便是不断击败从屏幕两边来袭的敌人,玩起来还是挺简单好上手的。 在游戏内容方面,这游戏的内容其实并不算多,一共就三个关卡加上一个排行榜的挑战模式,不过这游戏的角色还是挺多的,一共十位可操控角色,这些角色的来源都是一些其他的游戏中借鉴过来的(守望先锋、英雄联盟、拳皇等,关卡中的各种BOSS也可以看出是从其他作品里借鉴过来的),不过制作组将这些角色的特性对应横版进行了一些改动和创作,也算是一种二创了。 在游戏体验方面,这游戏对比测试版时期改进并添加了许多内容,还给每个角色做了两个主动技能,不过对我个人而言其实整体体验是很糟糕的(首先是存档方面,这个正式版直接把我测试版玩的内容给完全删除了,而且每个角色新加的两个技能中有一到两个是测试版时期每个角色连招的最后一段攻击,这波改动直接把可以一直用的连招换成了有CD的技能,算是负面改动了吧),在各类角色的设计上感觉也有些不太平衡(比如初始角色威利,本来以前左右来回打连招还算挺厉害的,结果现在连招最后两段攻击换成有CD的技能直接被砍废了,进阶升满甚至不如没进阶的卢锡安,你们这是脚做的平衡?近战角色敢不敢再弱一点),游戏过程中可获取的技能重复率也较高(即便把商店买完了也是如此,而且有些技能属于是看见了必拿的,比如每隔五级可获取的特殊技能中的每次升级可拿两个技能的被动,实在是过于强力了),整体游戏内容上重复度也很高,在游戏UI的部分设计上感觉不是很适合端游平台,做成手游的话体验应该会好很多(比如在选择角色处和商店界面,用鼠标滚轮来上下滑动会非常的慢,只能用鼠标左键按住来拖动)。 综合来看,这游戏算是一款解压类型的横版动作游戏,在角色设计上也确实有一定的内容量,但作为商店界面所标注的快节奏的轻度Roguelike动作类游戏,这款游戏在重复游玩性上实在有些低了,制作组可以考虑加入一些随机boss之类的丰富肉鸽游戏性的设计进去,推荐对这类游戏感兴趣的玩家可以尝试一下。
[h1]《影子英雄》:一切都显得很简单,但玩起来是真的爽![/h1] 游玩《影子英雄》这款游戏,我的最大感受就是,这款游戏很简单,很多的地方都表现的很简单,比如画面、操作方式、关卡设计等等,但游玩起来就是非常爽快! [h1]是的,一切都很简单[/h1] 《影子英雄》是一款快节奏的横板轻度Roguelike动作类休闲游戏,游戏没有任何剧情,玩家进入游戏之后,会发现只需要从可选的角色里面选择合适的然后直接开干就完事了,没有什么复杂的点点点,进入关卡后无非就是左移右移攻击技能和闪躲,也就是说在保证畅快的战斗体验的基础上做到了操作的精简化,操作的难度也很大程度得到了降低,上手难度非常低,可以说这款游戏也做到了横板动作游戏应有的体验。 在游戏内容方面,这款游戏并不算多,目前设计了一些场景关卡以及一个可以登榜的无限模式,相对于市面上很多带有Roguelike元素的游戏,这款游戏的实际体验难度可以说很简单了,游戏的Roguelike元素主要体验在两点:随机事件和卡牌。至于随机事件,设计的也比较简单,但是有点太简单了,因为比较容易重复遇到,而且选择只有两个,选择后的结果没有随机性可言,所以说随机性事件实际表现的更像是一个随机遇到的可选择性宝箱,而且玩多了之后该选择什么还是显而易见的。 卡牌方面嘛,对于这款游戏来说可谓是拔高体验的一个非常好的系统。卡牌内容多样,而且都很好贴合了这个休闲爽游的定位,再加上游戏角色的属性没那么复杂(只有基本的生命值、攻击值和防御值,大大降低了游戏门槛,玩家游玩时也只需放松游玩而不是费力气去计算一个个数值),游戏内的一张张卡牌就可以直接且非常明显的让角色得到提高,比如说提供机率秒杀的卡牌,每隔十秒给三秒无敌的卡牌等等,没什么套路,再加上叙述内容都是三言两语就解释清楚,玩家可以直观了解到卡牌究竟给了什么提升,这个设定对得上游戏的快节奏设定,好评! 游戏的美术方面,可能第一眼会让很多玩家觉得比较简陋,但实际上玩进去之后你就会发现游戏的很多美术内容都是很有意思的,该做到的细节做的也是非常的足,战斗特效方面做的也是很合适,在视觉方面的体验真的很不错。 游戏也设计了较为简单的养成系统,嗯,很简单,通过关卡后可以通过获得的角色碎片从而进阶,干净利落,不拖泥带水。游戏也在很多细节方面优化玩家的游戏体验,比如上文提到的每隔十秒给三秒无敌的卡牌,那都是在下面会体现倒计时的,不论是无敌时间还是无敌技能CD,都有明显的体现,再加上游戏偏于休闲而不是过度紧张,玩家也就不必“精神紧绷”或者“看运气”,玩起来畅快是十分畅快的。 [h1]当然,玩起来真的爽[/h1] 刚刚上文中我们提到这款游戏体量并不大,但是并不是说这款游戏是非常简陋的,从目前体验到的游戏体验来看,这款游戏在战斗方面体现出来的表现是很优秀的,战斗过程整体上来看是非常丝滑的,我在游戏的体验过程中除了在每个小关卡结算前会卡住玩家在空气墙范围内,以及血量补给箱要求玩家必须打开完后才能前进的设定外,我并没有感受到任何的阻碍,战斗动作可谓是十分的连贯,没有任何跳动,这点在BOSS战也可以体现出来。 综合以上所述,这款游戏在很多方面都表现得很简单,但是这款游戏玩起来也可以发现开发对于这款游戏的用心,这也是一个不简单的地方。当然也希望日后游戏可以增加更多的关卡模式以及动作特效,可以尝试提升游戏的随机性,这样可以让游戏体验得到进一步的提升。如果需要一个休闲爽快的动作游戏的话,《影子英雄》我是一定要推荐给你的。 [quote]点击关注「 [url=https://store.steampowered.com/curator/41448772//]三言两语评测」→ [/url]简洁的语言,实用的内容 [/quote]
好玩,什么时候支持手柄啊???
[code]For other game reviews, please [url=https://store.steampowered.com/curator/40640212/]follow us at What The Game?[/url][/code] Shadow Heroes is a 2D Beat’em up with Roguelike elements that is easy to pick up with its main challenge being how long one can one be consistent to last till the (almost) countless waves of enemies. There are 2 game modes in the game, the main game and the challenge mode (more on this later). In the main game, players first are given the choice to choose a number of characters, each with varying stats, range and weapon reach. [h1]I Know You From Somewhere[/h1] For instance there’s “Bruce” (seemingly inspired by Bruce Lee might I add), a martial artist who uses a Nunchaku (which has a little reach) that has a high damage deal but the trade off is Bruce’s defence isn’t that high. Whereas there’s Graves, a range character that has higher defence but weaker attack when compared. [h1]Avoid Corners[/h1] Each character has their own skills that come with the button press of “I” and “U” (not to be mistaken by the singer) that will help them overcome enemies (such as bosses) much more easily. These characters also have a move called “Flash” in common that helps them move or “teleport” to a side or across an enemy should they get surrounded or cornered. [h1]More Skills = More Kills[/h1] The enemies come from the left or right of the player. The amount of them left being displayed on the right hand of the screen to let the player know how many more before the round ends. The top right hand side also displays the XP bar the player has, which increases with every kill. Once it fills up, the player is dealt a number of cards to choose from which will improve the character’s stats or introduce a new “mechanic” to aid them. This upgrade is done at the end of each round. [h1]Battle of Attrition[/h1] As the player goes through the rounds and also chapters, more variety of enemies will appear and will increase in difficulty. Bigger enemies may appear but each has their own limitations. Each chapter will have a number of boss fights. Each boss has their own unique attack patterns that could pose a challenge if not dealt correctly. But once the patterns are identified, the only problem would be the player’s consistency and stamina as the later chapters can be quite long which makes the game feel padded and unnecessary. Dying on the chapter will need the player to restart from the beginning of it. [h1]Hits and Misses[/h1] The artstyle is basic, animations serviceable with nothing that stands out. Though it may resemble One Finger Death punch in terms of its gameplay and look to a certain extent, Shadow Heroes lacks the oomph feeling with every punch of hit to an enemy. It also lacks the technique and skill OFD requires making this feel seem shallow and superficial. The bright side is there’s a challenge mode where players can challenge their way up on the leaderboards against other players. After winning or losing in the main game, players will get these tokens which are used to unlock other characters or to simply increase one of the stats for their future runs. [h1] Final Thoughts[/h1] Shadow Heroes doesn’t do anything much to set itself apart from other games of the genre, but for what it does, it does competently with little fault. Levels feel padded but apart from that and some translation issues (achievements), it plays well, there’s the sense of progression and multiple playstyles and playthroughs are possible.
KEEP STUCK IN CHAPTER 2 STAGE 35.... ♥♥♥♥ TIRED ♥♥♥♥ GAME
Shadow Heroes has all the makings of a simple, mobile like game. Unlike one, however, it does not have P2W elements at all. What this leaves us with is a simple and enjoyable experience. You mash the J key to attack, the I, U and L key for abilities that are on a cooldown... and that's pretty much it. Even though the game claims rogue-lite, the level spawns and random events are static from my experience so far. I have replayed level one multiple times and nothing has changed. These random events are comprised of a little blurb of text where you get to choose an option at the end. They aren't intrusive, but you will eventually memorize the right answer to choose to get a +stat instead of a negative one. I think that switching enemy spawns in both the levels and the Arena mode would be good for this game. The game has 5 chapters and an Arena mode, which is basically endless mode with online leaderboards. Currently, the top ranked player has made it to over 200 waves. I'm not an endless mode fan, but I did manage to rank #8 with only 60 waves completed so there's that if anybody wants to chase it. Overall, I think the game is simple and fun. If you're looking for that, 3 bucks is a steal. This isn't meant to be your next main game, and it is priced fairly. Let's hope the soft lock gets fixed. Until then, I'm sticking with a thumbs down due to the frustration of not being able to play.
[h1] 《影子英雄》游戏简评[/h1] 《影子英雄》是一款火柴人风格的横版动作游戏,带有肉鸽元素和碎片升级要素,游戏整体的动作流畅,体验也非常爽快,需要控制角色攻击、后跳和闪身,不断闯关,击败一波又一波的敌人。 [h1] 快节奏的解压游戏[/h1] 很好玩,打击感不错,技能搭配以及随机事件,人物强化,都很有趣。 过关模式,每两关一个技能,每五关一个金色技能,通过这种方式在增强角色,击败更多敌人。除此之外,还具有竞技场模式,先选三个技能,然后每十关再获得一批技能。 [h1] 希望能有更多动作成分[/h1] 游戏玩法接近前两年挺火的一款火柴人手游:《我功夫特牛》。 那个游戏的操作只有“砍”与“后撤”,但也是类似的rougelike玩法,问题在于,《特牛》太功利了,玩两天我就没玩了,纯数值化的设计,越到后面就要求越高的角色基础数值,单纯为了让人看小广告的。 而本作的动作元素更加丰富,操作更复杂一些,整体人物培养也不那么功利。希望后续也能保持一个相对休闲的人物养成系统,增加更多的动作、玩法、机制、关卡要素。而不是为了继续延伸更多的关卡,便提高基础数值的培养要求。 [h1]总结[/h1] 《影子英雄》是一款快节奏的解压游戏,横版动作游戏风格,搭配roguelike机制。整体的动作流畅,体验也非常爽快,感兴趣的玩家可以入手尝试。 [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]
[table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table] 火柴人格斗类游戏,操作简单,却又一招一式,酣畅淋漓,配合升级系统和装备系统,多样角色,让你既能在闲暇时间快速开一局放松一下,又能满足你的收集欲望,同时结合了RG类游戏每个管卡随机选择不同的技能增幅让你忍不住再开一局期待下一局有更好的运气!如果能加入跳跃功能就更爽快了。一点不足:窗口模式后界面显示不全,操作虽然简单,可教程不足,比如第一角色L闪避就没说明;默认英语,要在设置里自己调整后重启游戏
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