
Fast-paced action rogue-Like survival with a touch of Soul-like, Challenging yet rewarding gameplay!, Battle with horde of monsters, Build your favorite hero with powerful skills and weapons in Action Rogue-like style, Fight your way to the epic boss and become a legend.
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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, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Thai
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
[code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code] [h1]前言[/h1] 本作是由Dev It With Cat开发的一款快节奏动作类2.5 D肉鸽带有吸血鬼幸存者元素游戏。在EA阶段就包含了8位战斗风格完全不同的角色,35种武器/强化道具,以及3张风格各异的地图(按照游戏进度推进);和同类游戏相比本作也有对应的创新,有自己独到的玩法。 [h1]玩法[/h1] 这类游戏虽说同质化严重但是每个游戏都有其独到之处,本作亦是如此。首先就是魔法武器。需要你在不断上下左右躲避敌人的同时停下来蓄力消耗能量才能发动,是攻击力上限很大的杀器;另外就是躲避的时候可以释放奥秘武器,炸弹,火焰等等,需要消耗体力,伤害也比一般的普攻高的多。 本作除了上面的特性之外就是失去了同类型游戏的舒畅感,变得更需要操作,需要考虑适当的时机和角度施展对应的武器。 不过本作同样也有不足之处,在操作上首先就太僵硬键盘操作不顺畅,初玩没法预判控制攻击的准确时间多数攻击还要手动攻击爽感很低,大量攻击都靠躲避放出的奥秘武器,前期魔法武器能派到的用处很少;金币比经验获得的速度快的多尤其是后期怪多的情况下,很容易前期用金币升级各种属性减小难度;道具重复度也比较高总的来说还是东西太少完全不够玩。 [h1]拙见[/h1] 本作现在在内容方面还是不太丰富技能和道具再多一点比较好,操作也需要优化适配一下,如果想受苦的话找这游戏算是找对了XD~由于本作尚处EA阶段内容还需进一步更新,期待后续的进一步更新调整。
I really enjoy this game a lot. My only suggestion would be to have the option to uncheck the unlocks so they don't clutter up my selection list. Other than that, it's a great game!
This game has a lot of promise, but the balancing and grind make it a chore. The exp needs to be smoothed out to even complete some achievements in my opinion. Passives are too expensive as well. Some weapons are just not fun to play with and need some changes to boost their play-ability. With that said, I think the characters feel unique enough and the magic system feels fresh. Graphics are top notch, would love alternative skins for characters in the future! I'll keep playing to see if maybe it opens up a bit as I unlock more but as of my 4 hours and lots of experience with this genre, it just feels off.
武器强度天差地别,有时候升级还必须要在四个大便里选一个大便吃下去
A fun survivor like game with a cute, but detailed and enjoyable art style. I was wondering what all the reviews were talking about having issues with aiming and moving. The dev listened to the complaints and made changes. I think the new aiming control scheme works great. I have played w/ both keyboard and mouse and on the Steam Deck and it's great with both control schemes, so let's get that out of the way. Nice job. Performance is good, art is really nice. I'm not entirely sure how to unlock the new stages yet. It seems to have a good amount of content and appears to be getting regular updates. It's got some fun item pickups. I also like how there is difficulty modes for each stage. The game started out easy, but once you reach the second tier, it definitely ramps up!
没有自动瞄准,最不爽的就是这个,肉鸽应该是来解压的;还有游戏中不能设置指向闪避;自动瞄准和指向闪避设置个开关吧。然后就是没有图鉴,经过探索灌注过的武器,在游戏中,选择遗物的时候应该有提示可以灌注的武器。
[h1]《单刷传说》:动中有静,静中有动的魔法世界[/h1] 其实作为一款类幸存者游戏而言,其实本作也基本上是具备了幸存者玩法的机制,在当下众多类幸存者游戏井喷式开发的今天,也就是说该类型游戏同质化程度较高的现在,如何打造创新点,来让玩家去愿意get到这款游戏的爽点和可玩性所在,的确值得思考。本作在玩法方面还是有些许创新的,但是总体来看还是同质化较为严重——你还是需要打怪吃经验,然后升级得到武器和强化道具。当然这里刚刚也是提到的,本作还是有一些值得称赞的创新点。 [h1]移动和静止,相互交映[/h1] 首先,本作设计了闪避和施法的设计,也就是说玩家在地图中走位的时候也可以及时闪避,这样在面对成群组队的敌人的时候,可以及时脱身,甚至本作也给闪避这个内容也安排了不小的表现空间,例如有的角色的初始武器只能通过闪避来发动,这就让玩家在地图中更具战略性,毕竟闪避很大影响自己的生存和武器发动,这个的确值得琢磨。哦对了,闪避是需要消耗体力点的——本作设计了生命值+体力点+能量点的设定,这些数值会很大程度影响战斗情况和策略。 有趣的是,相对于市面上很多的幸存者游戏需要不停的走位和放风筝,这里有些“反其道而行之”——设计了魔法武器和奥秘武器机制,目的可以说是很简单……在幸存者冒险中,不一定都是要运动,有的时候需要稍微“静一下”,让地图中的英雄们更加专注地使用手中的武器。魔法武器就是这样,玩家可以在战斗中进行召唤“施法”,在静止或慢速移动的情况下来进行“蓄力/召唤”,否则武器将无法正常召唤出来这也就对于玩家的移动和静止的选择和时机把握都有着一定的要求。 当然相对于魔法武器而言,奥秘武器相对温和些。虽说也会消耗玩家的体力,但是相对起来召唤也灵活一些,算是对于魔法武器机制的一些补充,保证了本作的爽点——玩家可以在体力充足时使用闪避,但也会触发奥秘武器,这时候对于玩家的要求就并非是在什么地点和时机去选择使用了,而是要根据自己的体力状况来分析是否应该使用,尽量追求伤害和走位的综合效益最大化。 [h1]追求操作性和挑战性的同时,可以强化爽点[/h1] 当然这总的来看的确是消耗了作为类幸存者游戏的“爽点”,转而更加追求挑战性和操作策略的策划把握,那么在这里就存在一个问题,那就是本作的战斗操作体验相对不是那么的顺畅,玩家仍旧需要手动瞄准,且瞄准的体验和攻击的体验并不算太好,这也降低了本作的爽感。虽然刚刚在上面提到了爽感的事情,但是奥秘武器也是保证了爽点的存在,但实际上爽点不能算多。而且本作的道具重复度还是较高,武器之间的平衡和联动性还是可以进一步提升,可能说这样的确可以让每个到手的东西更加容易强化,变得更加具有效用,但是作为创新度还是有限的类幸存者游戏而言,可能还是有些折扣体验。 [h1]结语[/h1] 总的来看本作的设计就是动中有静,静中有动,二者并不突兀,在本作也有交映的空间,玩家需要的并不是简简单单的走位,然后拾取经验值升级,而是需要想好释放技能的位置和时机,使用魔法武器,或者是在面对众多敌人的时候使用闪避,甚至是触发奥秘武器,在战斗中发挥更大的效用,只是挑战性的确不小,玩家可能需要多加适应。 [quote=Lem0n juice] 笔墨写春秋,挥毫描秀色; 欢迎关注[url= https://store.steampowered.com/curator/44125219-Lem0n-juice/] Lem0n-juice [/url]~ 我们致力于游玩各类游戏并给出自己的意见供大家参考,欢迎加入我们的大家庭~[/quote]
在割草游戏里算垃圾的了 游戏节奏太慢,全程没有爽点,灌注之后武器提升不明显,一场游戏20分钟需要全程操控,太累 灌注系统没有提示,你要是拿已经有的灌注来通关,要么花几个小时把所有武器灌注刷出来 没有自动瞄准
一般吧,我现在就差不升级的情况下,使用收割者完成13区混沌3了,这玩意怎么过啊???
能不能在游戏中提示哪些武器可以合成或者加个武器合成图?这么多武器很难记住搭配组合,现在又没有玩家发攻略
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
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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