
Famous sword, spiritual realm after the death of the awakening. Where is the owner? How did Gorgeous architecture and The Mysterious Island become a ruin? What happened before the destruction?
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**languages with full audio support
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
The reason why it is not recommended here is: The combat system of the game is relatively weak 2. The process guidance is relatively poor 3. The difficulty gradient is not done well, and the difficulty span is very large 4. The game map has a high degree of freedom, but the prompts in key parts are not clear enough These contents have greatly reduced the overall gaming experience, and we will mainly discuss these contents below Combat system The combat system is mainly designed with the core of breaking and aerial suppression. This is also one of the few game designs that directly tell players to observe enemies and search for "loopholes" in their attacks. After a breakthrough, the enemy can be executed or knocked off based on their character characteristics and safely output in a safe environment (in the air) through combo moves. So the main process is: wait for the opponent to make a move and expose a loophole ->hit an aerial combo combo ->wait for the opponent to make a move again, in a loop. The problem reflected here is that in the entire game, only one combo is used, and this strategy is effective no matter what boss is encountered. This creates a high degree of repetition. Compared to Renwang, Renwang can choose different combat techniques for equipment and combine them into a variety of tactics and combos, which significantly enriches the character's subsequent gaming experience. Assuming that there is no need to use a rich skill set and the depth of one's existing moves is not high, when facing high damage enemies, anti reverse skills with a small high-risk judgment range and low returns appear quite useless. In the true immortal difficulty level, the powerful evasion AI of the enemy ensures that the player's first attack will inevitably fail, falling into a vicious cycle of waiting for the opponent to take the initiative in each game. Players have few attacking options (almost none, bosses can only be hit by players during attacks, and due to their extremely fast move speed, they can only exchange blood for blood), and they cannot choose different attacking methods based on the opponent's state. The evasion+attack mode is highly effective in terms of operation, damage, and applicability. 'General solution' has become the main problem in the game, and there is only one highest profit combo for characters, which is to suppress attacks and fly. The design of the boss does not change much in the rhythm of battles, and in the case of a single move, it will also amplify the experience brought by high repetition. Assuming that the actions of the boss are more diverse and their behavior is more difficult to predict, it can increase the fun of the game. The staged boss can also showcase its different combat styles, providing players with certain guidance (this move can be used in this way, so handsome) and setting expectations for players. The above situation will gradually amplify with the increase of playing time. The mechanism of Sword Souls in the game has not been better utilized. Different Sword Souls switch to form different tactical combos, and the rich decryption maps formed by different Light Skill mechanisms of different Sword Souls are not well reflected here. I hope that future updates can optimize this part of the content, where lightness skills and combo experience are quite satisfying. Unlike mowing, the sense of achievement of successful operation will constantly emerge with the death of enemies. This is a combat system with considerable potential for development Maps and guidance The author directly wrote many tips here, which are feasible in situations where the fictional layer of the game is unclear, but as the game becomes complete, problems will be exposed when there is a need for a good sense of immersion. If these contents are deleted, players will disappear due to the high degree of freedom in lightness skills. The usual practice in soul games is to limit the player's mobility and guide them through clearly walkable restrictive maps. However, in order to preserve lightness skills and degrees of freedom, this is clearly not applicable. From an artistic perspective, adding clear and bright colors that distinguish them from other objects will make them more recognizable. It's like adding a beam of light (torch) in the darkness, and players will naturally follow the light (torch). Add tactile enemies with sound in front of the trail, and players will also notice these contents after killing the enemies. Games are clearly not enough in this regard. I spent almost half of my time searching for directions. The map in the Hollow Knight is also very complex, but listening to the songs hummed by the map merchant and the paper on the ground, I can always find him. When summoning the Golden Scale, the yellow trigger effect on the blue gossip, I searched for a long time but couldn't find it. If I had changed it to red or added a chair, I might have seen a difference at a glance. The functional props, reply props, reinforcement props, and equipment props in the backpack system are not well classified, resulting in poor user experience. At the same time, the learning cost and operation steps have also increased, leading to poor interactive experience. Difficulty gradient This is the most criticized aspect of the game, and I certainly have a deep understanding of it. In the early stages of the tutorial, there were very few monster settings, often encountering AI enemies that could dodge before understanding the mechanism. Azure will spend a chapter to familiarize players with an operation, but there are often only a few monsters here. The high damage and low attack desire of the forward shake significantly increase the difficulty of the game. Players must also practice with the seven guns in front of them in order to win the title of Wei Ming, but here they are actually suffering. The answer obtained in the game is: flip through the book and take a look. My understanding is that allowing players to learn in games is actually more important, and this is also the most in line with flow and traditional game design concepts. The attack mode of the stone statue Buddha is very suitable for learning elements. You can practice breaking moves and even combo moves here, but unfortunately, its presence in the game process is not high and it has become a decoration. Soul One's Javier is a rolling and backstabbing teacher. summarize Overall, I hope that independent workers in China can produce excellent works while adapting to the market and making their own achievements, and receive more applause and praise, rather than accepting more tolerance under the guise of independent production. This is also the main reason for my evaluation, because the experience is not really very good. However, there is great potential and room for development in many aspects such as lightness skills, traditional action games like scrubbing, sword soul exchange, and map design that conform to lightness skills. If done well, one can definitely make a name for themselves, even in markets where good art and music are considered high completion demands. As written under the difficulty level of True Immortal, Sword Soul belongs to those who are brave enough to explore, and this game is currently only suitable for players who are brave enough to explore and challenge. Based on normal gaming experience, I do not recommend it temporarily
be-warned that this game is abandoned by the devs before you buy. it constantly goes on sale though and i have always thought it looked really cool, so I gave it a gamble. the game was optimized well, it looked really good, flowed really well and had some interesting concepts/lore/ideas. there is a few minor bugs but obviously they won't be patched since the game is long done with but the game has some great art, very fluid and fun combat, sweet boss fights/designs and rewarding exploration. the world isn't as big as i thought it was based off the images and videos i've seen of the game but it means no more or less to where i stand with it. the game was fun, and while there were some times i got lost, you can use the environment to sense where you need to go next. fun game, but don't go in expecting an elden ring level world.
日本の人にはお勧めできないです 字幕やアイテム説明くらいは英語になっているのかと思いましたがほぼ中国語です メニューの一部が英語になっている程度です Settingで解像度変更もできないし ムービーなのかリアルタイムレンダリングなのか分からないけどカクカクするし飛ばせないし ゲームの動きも微妙にカクカクしてるしでゲーム本体も微妙な出来に感じました
一个人的作品,能把游戏做得这么好,真是厉害!!
来自一位动作游戏动画师的好评! 超级好玩,喜欢动作武侠绝对不能错过的游戏!
半成品
受骗者
很久以前我也被所谓“支持国产”的口号圈住了。 当年我第一款被这口号圈住的游戏是艾希。在如今的眼光来看,艾希一周目体验很棒,但多周目拖沓;dlc虽然免费但数值设计高,机制也逆天,为难而难。但无所谓,按艾希那个价格和那个体量,无疑可以说是优秀的前行人。当时我是幸运的。 之后被这口号圈住的则是这个剑魄。我没玩多久,也许久没打开了,但我依然记得一层地图设计稀烂。至于道具和boss,我倒是真忘了。其他的最多也就加个轻功有点爽吧。但反正这是一次不幸的购买体验了。 不过我至少从所谓的“支持国产”口号摆脱出来了,我也庆幸没去买镜2。 一般人会说steam评价很中肯,但这款游戏和一堆steam上有的传奇游戏则说明,这也还不够中肯。我敢说绝大多数好评是离忧先生偷偷放弃剑魄转去做锦衣卫前,大家出于善意而给的好评。而这些玩家由于时间原因,一直没看到剑魄更新,离忧先生也有“我在开发新游戏哦”的表面挡箭牌,有这个理由就能说他没跑路,所以也没什么节奏打一波差评。 如果有个有缘人看到我这条评论,请一定别买这个游戏。离忧先生b站有号,他确实也没跑路,但和跑路也没什么差别,锦衣卫感觉就是拖时间继续圈米的借口罢了。 剑魄上线之前国内普遍不认为国内能做3a,如今黑神话都发售有些时日了,剑魄也没更新。这和跑路有什么区别呢?
作者去做《代号:锦衣卫》了,懂我意思吧?
If you dont speak Chinese then dont play the game. I am sure the game is great which is why I am setting it to recommendation. All the prompts are in Chinese so you can never understand what its trying to tell you. I only got the game because it was on sale and was curious.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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