
"Soulestination" is a magic tower (fixed-value strategy RPG) game that incorporates meta elements. Players need to control Rovia as the savior, fight the enemy in the process of exploring the world, and gradually see the essence of the world.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
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新作可以考虑重要装备只让合成一次吗?比如合完一次后这件装备不再出现在合成界面,不重要的中间装备就可以直接购买。我重复玩的时候每次合装备都非常痛苦,必须得一边打开攻略帖看合成配方一边买低级装备一步一步进行合成
a nice magic tower game!, difficulty settings, some metagaming on the lore, some fun mechanics and twists on the genre, really enjoyed it^^ anxious for the next game!
재밌고 시간 잘가는게임 아이템은 노말 기준 생각보다 안중요하고 어차피 깡스펙이 중요해서 만들고싶은거 올리면 됨. 근데 돈이 넘치진 않음 보스 관련 도과는 너무 어려우면 누가 유튜브에 올려놨으니 보고 깰 수 있음 스토리는 무난하고 마지막 챕터랑 엔딩이 인상깊었음
7.3/10。一周目差不多20h的内容,不过对我这个新手+强迫症来说,有一半时间在回退重开,最后打了34h。游戏虽然画面简陋但魔塔核心玩法并不含糊,表现形式方面也有很多有趣的地方。难度方面,游戏对于我这种魔塔新手来说,即使只是普通难度,打到第四章开头也感觉很吃力,不过前三章倒是还好,第三章装备成型后就是爽游。总结: 优点:在传统魔塔上引入魂机制,增加了博弈。内容表现形式有新意,算是比较好的利用了meta游戏的特点。价格便宜内容量足,性价比高,一杯奶茶钱买不了吃亏买不了上当。 缺点:引擎是rpgmaker,限制了表现力,画面ui操作都比较拖后腿。传送点太少,跑图很费时。装备间彼此强度差异大,有的很轮椅有的很吃思路,加上游戏本身有难度,使得尽管作者已经努力提高容错率,玩家仍有可能死档直接放弃游戏,不过这可能算是魔塔类游戏的特点,不是游戏的锅。此外个人对结局感到不是很满意,前面那么声势浩大的反攻,结果最后还是做不到,打完第一反应是结局撑不起前面几十个小时的游玩,像我这种俗人宁愿来个包饺子结局,不过可能确实如游戏所说的“没有完美的事情吧”
开maker边玩边看体验游戏,绝对的好游戏,剧情和游戏体验能看出作者下功夫设计游戏了,boss战很棒,引导也很足,总的来说是个优作 我将提高我的评价,还有不同存档的联动,根据游戏进程改变过去内容,神作!
第一部登上steam的大型魔塔,难度还是很轻松的,困难模式会比较具有挑战性,游戏里的meta元素也很有趣,就是部分解谜小游戏有点烧脑。总体而言现阶段的魔塔盈利模式还是在一定程度上激发了魔塔作者的创作热情,也希望未来能在steam看到更多优秀的魔塔作品。
好游戏,选择简单就可以不管机制到处乱创了。简单享受,困难思考。结局来的有些仓促,可能是暗示不够,可能是世界塑造不足,毕竟阅读图书馆的大量书籍还是太乏味了。不过游戏重心一直是在女主身上的,其他都是绿叶。二刺螈死宅看不得这些哭哭/(ㄒoㄒ)/~~
遊玩時數:2.21小時 魔塔RPG 就是傳統魔塔RPG 鑰匙,增強符文的資源管理 多了怒氣值機制, 殺越多怪會越強, 怒氣值滿了 會爆發(戰鬥一次), 但會自動開戰 變成必須考慮規劃路線, 善用爆發打強怪 Boss戰更類似解謎, 有各種不同機制 元素拆解: 魔塔 RPG Maker 主要學習點: 魔塔類遊戲的最佳化規劃 -血就是資源, 盡量減少扣血 -加強完全靠拿符文, 先拿是重點 -鑰匙開門的取捨 缺點: 鑰匙資源的缺乏, 要勤存檔 不然可能會有後面關卡卡關的風險(沒鑰匙開門下去) 這點沒有防呆很白癡
很好的魔塔,可惜玩到第二关死档了,推不动了
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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