
Slime Princess is a pixel style stand-alone game that combines platform action, dungeon exploration and Roguelike elements. Players will play the role of a heroic slime and embark on a challenging adventure in order to save the slime princess who has been kidnapped by evil forces.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Russian, Japanese, Polish, Portuguese - Portugal, Korean
Reviews
This game has a certain appeal to those who like to play 2D platformers. Simple and pleasant controls, progression becomes very easy once you find a strong weapon.... However, the lack of replayability is also a problem. Also, when you die, nothing is left behind. There is no save function, so you can only play when you have a lot of time. There are points for improvement. 本作はプラットフォーマー好きには何となく遊んでしまう魅力がある。シンプルかつ気持ちよい操作性、強い武器を見つけられたら進行が非常に楽になる…など。だが、リプレイ性に欠けるのが問題点でもある。また、死んだ場合なにも残らない。途中セーブ機能もないのでまとまった時間がある時にしか遊べない。この辺は改善の余地があると思われる。 [quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=x.com/hhfcurator]X(Twitter)[/url]![/b][/quote]
太无聊了,单局时间太长,打到玄晶寒窟的小boss那儿挂了,都快玩睡着了。武器和道具太少,很难让人玩下去,三选一的魔法书全是数值型的升级,商店的东西也少得可怜还不能刷新,炸弹没有抛物线只能估算爆炸点,每个房间的小怪也是简单的排列组合。用手柄玩不能查看装备的数值,不能在地图之间传送,还要用鼠标点,有这么干的吗?
打完了第一个大关,提几点小建议:打完小怪不如加点经验值,升级了再三选一能力,不然一直清房间刷怪几乎没有收益,boss打完给的装备数值可以高些哈,当时打完还不如我手上的。
好玩
Combat is fluid and simple, but the barebones progression and shallow reward system make it hard to stay invested. Slimes have long been gaming’s default fodder: weak, expendable, and easily defeated. This game flips the script, casting a humble slime as the unlikely hero in a classic rescue tale. The story is as traditional as they come: a kidnapped princess, an evil sorcerer, and a courageous volunteer who rises to the occasion. The controls are solid and familiar to anyone with platforming experience. You can move, dash, and air-dash with ease, and the default double jump adds a nice layer of agility. Combat offers a decent mix of basic swordplay, bombs (which double as tools for breaking obstacles), and special weapons. These specials add variety, though you’re limited to carrying one at a time. Each special weapon has its own damage, usage limit, and cooldown, and swapping between them is simple. Sadly, comparing stats is unnecessarily clunky since there’s no side-by-side comparison. While you’ll eventually find your favorites and stick with them, the lack of meaningful differences between most weapons makes experimenting feel less rewarding than it should. The game follows a roguelite structure, with random stages and a predictable chapter pattern: eight levels per chapter, bosses on the fourth and eighth. Each stage locks you in until you defeat all enemies, encouraging full-room clears or quick exits depending on your playstyle. However, the game quickly falls into repetition. Room layouts and enemy types repeat often, and new chapters introduce only minor changes like background visuals and slightly different foes. There are no bonuses for clearing rooms aside from occasional destructible objects that drop coins, potions, or keys. Keys unlock doors that provide new weapons or upgrades, such as increased weapon size - a genuinely useful perk that can let you attack through ceilings. But beyond that, upgrades are sparse, and loot is generally uninspired. Combat starts off challenging but gets easier once you find a reliable weapon. Many enemies, especially flying ones that fly to your location, make themselves easy targets, and while later enemies and bosses introduce projectile attacks, you can bounce most of them back. Even bosses, despite having multi-phase fights, aren’t much of a threat once you learn their patterns. What really hurts the replay value is the lack of persistent progression. When you die, there’s no upgrade system, no perks to carry forward, and not even a stat-tracking menu. You’re thrown right back to the start with nothing gained, which makes runs feel disposable and discourages long-term engagement.
第一大关作为初级难度,关卡数可以少一些,毕竟得到的武器道具都是重复的,很快就失去了探索的乐趣,从第二大关开始才逐渐有挑战性,玩家从探索逐步转移到收集和操作的乐趣
首先,我是來交學費的,謝謝無邪的教學,讓我團隊走入進了獨立遊戲開發的世界,兩年前有幸遇到這個遊戲出手機板,我玩得很開心,真心非常喜歡這個遊戲,可以說灌輸了很多熱忱,我願意在這裡奉上好評,希望更多人認識這款遊戲,總之這是非常好的一款遊戲,強力推薦!
简单玩了一下,是我很喜欢的地牢肉鸽冒险游戏,有几个小缺点说一下,怪物太过重复了,而战斗胜利后的回馈几乎为0,有时候清完好几个战斗房间一个金币都不掉,宝箱只在密室房有,而商店的装备也只有最开始需要看一下买什么,因为游戏内的装备没有品质,只有难以注意的一点点的属性提升。 这就导致如果你一开始拿到合适的装备和道具并开始强化过后,全程就不需要更换了,因为那些装备和道具的属性都不如自身的装备,宝箱、商店和金币毫无作用,因为开的装备和道具往往只是变化了很少的一点属性,几乎可以忽略不计,如果自己强化过后的话。 另外就是别的房间太少了,只有一个宝箱房、强化房、商店,无时间,打完一层的Boss给的奖励竟然是两个毫无装备的武器和道具,甚至没有巨大提升,还不如给个智慧之书让玩家自己选择强化属性,要不然怪物跟着变强,玩家却打的很难受。 但说实话我玩的还是很开心的,一直到刚刚之前,你可能问了,为什么是刚刚之前,因为刚才我打了一个小时过完第一章进入第二章了,结果死在门口的远程小怪上了。说实话,我挺喜欢这种游戏的,如果他的东西再多一点,我感觉会更有意思,这种游戏玩着就像是霓虹深渊的简化版,我喜欢玩简单一点的,太复杂乱七八糟的看着头疼。
Slime Princess, platform aksiyonu, zindan keşfi ve Roguelike öğelerini birleştiren piksel tarzı bağımsız bir oyundur. Oyuncular kahraman bir slime rolünü üstlenecek ve kötü güçler tarafından kaçırılan slime prensesini kurtarmak için zorlu bir maceraya atılacaklar.
游戏不错。 直接说建议: 1主界面左上角加入愿望单不要在正式版出现,或者改名叫商店页面。 2鸣谢名单太长了,建议并排显示,整页显示更多人名。 3因为鸣谢名单提示鼠标右键加速,我默认认为游戏中是键鼠操作。但是开门过关和拾取道具都必须键盘K。我握着鼠标的手要频繁去摸K。 4所有物品道具缺少快捷键,建议1234这样绑定一圈。并且道具用尽后自动切换到普通武器。 5建议普通武器和金币单独做UI和消耗道具分开。 6关卡电网不要扣血,没意义,纯恶心人。 7敌人出现的特效太慢,影响操作节奏。 8弓箭塔摆放后进下个房间还继续播放音效。 9无边框窗口化和全屏化有误导,设置全屏后切换桌面窗口比如QQ,会导致2个模式自动切换,导致我OBS录像画面卡死,录制失败。 10建议按住下蹲或按住向上的时候可以控制炸弹等抛掷距离。 11建议过关大门和拾取道具可以按W进入。 12道具冷却中的文字可以合并到道具栏旁边,比如闪烁或者对应道具的右边弹出文字 13游戏开篇没有讲到关于史莱姆公主的事情,缺少叙事,目的性。
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