
In this lighthearted pastoral adventure, explore a vast and whimsical world, confronting dangers in whichever order you choose using nothing but a magical shield.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Polish, Russian, Ukrainian, Japanese, Simplified Chinese, Spanish - Latin America, Czech +5 more
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
My first game that I remember playing through was Link to the Past on my SNES, so I figured this game would be right up my alley (and it was!). Like it's predecessors it is top-down, but non-linear so you aren't beholden to a specific order of dungeons or biomes. I will say, though, that similar to games of old this is no walk in the park. You're probably going to die a bit, but that's OK - failure is how you learn. Graphics are colorful and 'cute', a nice contrast to everything that can kill you. :) It's not too long of a commitment, and the dungeons are great original ideas that don't just rehash other games' ideas. I would definitely recommend picking this one up. P.S. Did I mention you can ride animals? Cause you can ride animals.
If you are a fan of zelda-lites, then Skjoldur Story is a must-play labor of love that stays fresh. Skjoldur Story has come a long way. I played an early version of it at Dreamhack 2019 and knew there was something special about this title. The hard work Adam, the sole creator of the game, has put in the game shows. The visuals are cute, appealing and don't grow old. The music is soothing and sets the tone nicely for each area. Gameplay is challenging enough to keep you on your toes and feel rewarded when you beat bosses or clear certain areas. Puzzles are never to cryptic and are diverse enough to stay interesting. Skjoldur Story is deceptively simple and the challenge will leave you with a sweet aftertaste once you complete it.
像素冒险rpg,没什么剧情,较短小。
언럭키 젤다의 전설. 이 게임 자체만 보면 그럭저럭이지만, 나온지 30년된 신들의 트라이포스와 비교하면 아쉬움은 어쩔 수 없다
a few glitches - game has crashed several times at key points not enough variety in music difficulty isn't scaled well there is a lot of randomness in boss fights, particularly the final boss lots of good ideas that needed more development pretty good game overall. i've enjoyed everything except this final boss fight
首先感谢爱の榨汁屋和制作者给予了我这次评测《Skjoldur Story》的机会,其次我给予本作一个8分的评价。 [h1]总体上来看[/h1] 本作是一款非常有趣味的休闲探索解密游戏,玩家操纵着获得了神秘盾牌的主角在岛上探索发现,战胜怪物,解锁机关,打开密室,获取宝藏,开始一场奇幻的冒险。使用盾牌你能完成从格挡怪物攻击,反射怪物攻击,甚至于将怪物丢出去等奇妙的操作。如果说你是那类喜欢探索发现的玩家,本作完全是物超所值之作。 [h1]有趣的盾牌机制[/h1] 游戏中的核心机制是盾牌机制——也就是说,持盾正面敌人,接下敌人的攻击,然后摁下左crtrl将敌人的攻击给反射回去。玩家能够反射的东西非常多,但是玩家所能持有攻击的时间和种类是有上限的,必须要在限定时间内才能使用敌人的攻击,不存在接下第二种敌人的攻击然后反射第一种敌人攻击的操作。 然后在该机制上,游戏创造了怪物攻击开启机关的机制——玩家需要收集用于打开主线关卡的雷电符号,在这一过程中玩家会遇到非常多的机关,有些机关普通攻击就能解决问题,有些机关却需要玩家接下怪物攻击来启动。多注意观察怪物,在机关附近出现的怪物肯定是用来解锁机关的(因为机制的原因,玩家持有怪物攻击的时间非常短暂,必须要即拿即用)。 [h1]较为线性的游戏路线[/h1] 玩家在每个岛屿上都有必然要完成的主线——收集雷电符文开启传送阵去往下个关卡,因此游戏的主线较为线性。玩家可以在一座岛上尽情的浪费时间探索发现,但是无论如何,玩家必须要按照岛屿的路线在主线上前进,不存在玩家可以在一座岛上自定义路线打到一半再返回的可能性。 [h1]宝箱和隐藏洞穴[/h1] 探索类的游戏必有宝箱和隐藏洞穴,因此玩家必须要小心谨慎的进行游戏,不能错过(本作的宝箱极其现眼),宝箱里面有包括银币和地图等补给物资——血瓶在草丛和小树中获取,不要指望宝箱。隐藏洞穴是存在的,所以希望玩家多多探索,不要错过。 [h1]综上所述[/h1] 操纵着遭遇了海难的勇士在神秘盾牌的指引下突破重重阻碍,打开尘封的传送阵,发掘深藏的宝藏,解锁神秘的机关,拯救小岛并进行一场充满了趣味和掘地三尺的探索性冒险——非常值得购买的佳作等待你来体验。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW#]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote]
Pt-br: Um jogo ao estilo de zelda muito bem feito. O gameplay do jogo funciona muito bem do inicio ao fim. Se você esta procurando um jogo que seja desafiador, tenha uma atmosfera incrível, pixel art muito bem feita, esse é o jogo que você está procurando. En:A solid zelda-like game. Everything work well in the gameplay from start to finish. If you want a game that have a challenge, awesome atmosphere, beatiful pixel art here you will surely find this.
Recommended with one major caveat. Music's okay, story's whatever, I liked the art, the nonlinear world design is great, achievements are mostly fair, and a lot of the mechanics used are quite innovative and creative. Most of the puzzles were quite nice, but I'm saying most here because two of the mechanics stand out as AWFUL- the stupid barrel shuffle minigame and the final boss. The barrel shuffle minigame has the barrels move so fast by the second game that keeping track of them is genuinely hard... but that'd be fine even if it means that we'd lose if we blinked at the wrong time if there wasn't the issue with it being shuffled north to south, where most of a column can move up or down and conceal the movement of other barrels, meaning that it's very easy to lose track of the original barrel... and instead of being able to try again immediately, you have to keep on hitting barrels until you die from the bombs or get lucky, and if you die you're sent back to the start of the area. At least the area's optional... though that's definitely not obvious and the reward for beating the area is absolutely not worth it. The final boss made me really consider giving this game a no. It's a five phase fight (far longer than any other fight in the game considering most bosses die once you complete the puzzle thrice instead of having 2 puzzles appear five times), but that wouldn't be an issue if it wasn't for the rng involved. The boss has a habit of yoinking your shield at the worst time leaving you undefended against the enemy you were trying to kill and unable to complete the puzzle until you get it back, which relies on the boss actually moving away from the shield instead of sticking around to summon a bunch more enemies, tossing their sword a few more times at you (they won't yoink your shield during this attack but they can do it after yoinking anyway, which means that the sword will explode into a bunch of projectiles you can't block, and the boss is able to swing at you during that attack so you can't reclaim your shield). The sword attacks during all five phases but especially during the fourth phase have a habit of destroying things you need even when you're nowhere near close to them, forcing you to go without a potion or restarting the puzzle, and if you do end up low on health you have to rely on randomly regaining hp from enemies or on potions falling from crates/summoned enemies. If you need to take a break to do something else, there's no quick transport back to the boss either, necessitating you teleport to the start of the final area, walk through it, go into the castle, and then recomplete the third floor because while the first two save your progress the third doesn't for whatever reason. This part was such a huge leap (in some cases literal) in difficulty and could have been handled far better. Speaking of weird ♥♥♥♥ happening, there's other glitches too- some switches will save your progress, some won't. Standouts are the switch next to the first shop you see, the switch right above the starting area, the money switch in the shuffle minigame that randomly resets or stays locked, and the switches on the third floor in the final area. Most other switches stay permanently flipped, but these don't. There's other minor glitches too- force quits are decently common, you can go out of bounds at the entrance to the final area if you bring the hog (which I only know because I thought you were SUPPOSED to do that), and THE FINAL BOSS MIGHT NOT HAVE THE LAST PHASE COMPLETE IF YOU TAKE TOO LONG (I know this since I waited for the boss to spawn enough minions to get myself to full health, completed the puzzle... and then had nothing happen after that phase ended. I had to quit and then come back after a bunch more attempts to complete the fight, with no progress on the phases saved). It might seem like I hate the game, but I'm more just very frustrated from the end. The mechanics used are genuinely innovative enough that I'll recommend the game anyway, but it's clearly very flawed and you should take the above into account. I hope it gets updated to fix these issues, but I'm not holding my breath.
Video Review: https://youtu.be/EDBCLWa_5Fo 8.5/10 Skjoldur story developed by snoozing pixel, This classic zelda style game has you explore a vast world with nothing but a shield, face numerous foes, find mounts and hidden treasures and solve dungeons to reach the end. [h1]Mechanics[/h1] Skjoldur story is like a classic zelda style game and it is with its wide-open map, dungeons, hidden caves and puzzles but the fighting mechanics take a Kirby inspired twist. Since all you have at your disposal is a shield you can hit enemies with it but if you block an enemies attack or kill said enemies, you will have their projectile for a small amount of time. Projectiles like slime, boomerangs and others that will help in defeating more foes but are also necessary in solving some of the puzzles in the game. It works very well together and expands the possibilities of puzzles. [h1]Puzzles[/h1] Some puzzles I had done where simple like a “follow the cup” puzzle, or get enemy to attack a block, but then you add the items. A great show of the items is with boss fights where in the first boss I needed to use the boomerang to hit switches to bring his defenses down, or needing to use slimes to open gates or tornados to bring enemies over a block to take their skills. It gives great variety and makes you think for some time to understand and know what the puzzle wants from you. Also, with a limited amount of time you have with the item gives you a little urgency to finish it as quickly as possible. [h1]Enemies[/h1] Now the enemies that you will find are diverse but I feel like a few more could have been added. But, your first encounter will be the slimes, where all they will do is bounce around and every so often spit slime, you soon run into others as you run through other biomes, Boomerang guys, rocks that will through bombs, cacti that jump high and others. Then you have the Dungeon bosses, the game is not all that easy and you will find yourself dyeing a few times but the boss fights can be frustrating. Each one runs of the Nintendo method, 3 hits and defeated, but the hoops you have to jump through to get one hit is a challenge. Like with the Rock boss, using his charged run and tornado ability, you need to activate two switches simultaneously to open the gate for the spike ball and then lure him to it, but if you mess up and get hit by the spikes it’s an instant kill and starting all over again. The mass majority of your deaths will come from bosses, luckily you are responded in the arena and try again. [h1]Overall[/h1] Overall, I haven't beaten the full game yet, I'm still trying to collect the stones for the final dungeon but, I have enjoyed the adventure so far, its controls are intuitive, the puzzles are fun and the exploration of the new biomes are refreshing and fun, I would say Skjoldur story is for the OG Zelda fans who love exploration and puzzle solving, with a difficulty slightly higher than average especially when it comes to boss fights.
[quote] 关注[url=https://store.steampowered.com/curator/39039781]斗鱼游戏社区[/url],随时了解主播推荐的好游戏。 访问[b]斗鱼鱼吧社区[/b]参与互动,活动好礼送不停! [/quote] 《Skjoldur Story/神盾传奇》是一款像素风格的小体量解谜游戏,正如游戏的名字一样,本作充满了北欧风味,从主角的形象就不难看出。主角乘坐的航船被闪电击碎被潮水冲到了一座神秘的岛屿,为了探寻岛上的秘密,也为了拯救了岛上的原住民,开始了这场冒险。 伴随雷鸣天空一声巨响,海岛上一座巨塔拔地而起。主角乘坐的帆船被巨塔引来的闪电击碎,主角随着潮水被冲上了这座神秘的岛屿,而就在这场闪电之后,岛屿上的动植物也开始产生变异,岛上的原住民小鸟们也备受困扰。主角机缘巧合之下拿到了上古传承下来的神秘盾牌,开始探索这座神秘的岛屿。 本作可以说是比较典型的像素解谜游戏了,本作最大的特色就是可以自由探索,游戏并没有设置固定的线路,玩家完全随心所欲按照自己的想法来发现岛屿的秘密,整体来讲游戏的解谜难度并不算高,但是需要灵活的运用盾牌的机制。盾牌除去攻击以外还可以吸收各种怪物的能力(当然仅限远程),近战攻击不可以被吸收,吸收后可以在短时间内化怪物的力量为己用,以此来攻击敌人或者是解开一些谜题。 除去解谜的部分,游戏整体战斗也不会过于花哨,毕竟你赖以生存的武器只有盾牌,虽然盾牌能吸取敌人的能力,但是切记你大部分时间依旧是个短手的近战战士,因此游戏的boss战还是有一定难度的,对玩家的走位提出了一定的要求。 总体来说,这是一款有趣而又偏轻松向的冒险解谜游戏,适合喜此类游戏的玩家前来尝试体验。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
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