
SUFFERING is a 2D souls-lite turn-based RPG. It obsessed with building dark suffering experience, hardcore settings, unique mechanics, endless expansion. It breaks the "New Game+" and adds the "Multiple reincarnations" to the traditional turn-based mechanism.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*, Traditional Chinese**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
I really wanted to like this and to be fair to Suffering it does a lot of things well. The music, atmosphere and art style compliment each other perfectly. The customisation and combat system could do with a little more depth and attention but are still decent in it's current state. Sadly though the punishing difficulty is more trial and error than it is skill based. Difficult games can be a lot of fun when handled properly, not just hard for the sake of it like Suffering is. Also the UI needs to be cleaned up and pop more than it does. Such a shame as I really wanted to like this game. I'll definitely come back to it but for now I'll give it a miss. For my First Impressions of Suffering check out my video here: https://youtu.be/ZCstkEzGS7Y
有趣,直面罪恶困难难度在理解机制后,一路杀到第四个女boss那里,结果得换套路了。 第一个肉盾回血+第二个毒,都能暴力解;第三个我抓了磨灵反伤过了。 第四个等想出解法后再继续。 --- 敌人先手的机制熟悉后非常独特,一开始会觉得难,不熟悉。 但其实和魂一样只是一开始难,打过一两个boss后build起来了就起飞了。 机制会随着boss一点点解锁,后面越来越有趣,解法越来越多。比如第三个boss打完后多了新的连击破防选择,我现在还没研究过后续如何。 --- 画面 我个人很喜欢这种简单卡通暗黑风格,气氛渲染不错。 玩法 这游戏没有小怪刷等级,就是挑战不同的boss,所以在回合制基础上,玩家能随便改build,因此就是“解谜”是重点,不是无脑刷数值的rpg。理解这个后, 针对不同boss的机制去改武器改道具改技能,就是核心乐趣点了。 在回合制基础上增加难度做魂味,走硬核,仁者见仁。我觉得重点是先理解核心是解谜。 --- 最后说点不足,有些buff技能,比如反伤磨灵的技能buff没有显示buff图标,看了眼别的评论也提到了,不过异常状态buff图标现在都有,问题不大。 如果能接受解谜为核心玩法的回合制游戏,我推荐试试。作为独立工作室有不同主流的想法,应该支持一下。 我自己是5个小时困难碰见第四个boss,最折磨的是几个磨灵不好打。 那个能吹韵律节奏的道具吹出来过一次满气回满防,又没法再试出来一次让我焦虑半天( 个人感觉回合制的受苦需要的耐心,解谜的乐趣,主题确实没偏离。支持国内工作室,好评。
画风没得说,是我喜欢的风格 玩法跟传统回合制有创新的地方,刚开始玩boss先攻这点确实有点不习惯,不过入门后发现很有意思,需要用反向思路来攻破,先看下简单难度能不能过,能过我再来试试磨难版的 目前看来有点冷门,好像没怎么推广,希望有更多的人知道这款国产游戏吧,加油
看好你们,加油!
有一说一,玩法上我还真觉得挺好,首先了解boss行为然后选好自认为可行的配置就开撸,不行就换再撸,还真别说有种解谜既视感,这点我是挺喜欢(受虐体质—。—) 而且,有毒(快跑),特别是卡一boss觉得可以打赢但又暂时打不赢的时候,睡觉前老想着,想到觉得可行的方法时第二天一大早我又爬起来试了(别问我怎么做到的,问就是这几天就是这么过来的......) 有个点说一下啊,星象这玩意儿看着挺有意思的,但是吧,随机性太高真有点影响体验的(后面我都是关掉玩的) 其他的细节体验方面也有待加强,一些引导相关的不太明确,可以的话期待剧情感也加强下嘛~
玩法极其独特的国产独游,回合制的,冲动作的别上车,舍友安利的时候开了嘲讽说通不了关,然后开局表示游刃有余,打到第三个直接上脑,目前已经杀到第六个狂心者,TM真的被虐得死去活来.......
玩过回合制的,难度就选直面罪恶吧,这样就算你玩转了P5,磨难也能成为你的噩梦...
太好玩了,太折磨了
不用刷小怪和每一个boss都需要自己动脑子去想配置这个设定很好啊(话说我是真的讨厌刷怪刷副本) 虽然有点费脑子吧但不是无解(磨难是真的挺磨难),唯一的建议就是战斗信息再给清晰一些就好了,比如蓄力几次吸魂冷却次数枪杀剩几颗子弹显示出来,这些细节等等就缺了点(我很懒的)
[quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] 老实人评测,不错过游戏的闪光点,不放过游戏的吐槽点,带给玩家最直观的测评感受。[/quote] 磨难之间是一款RPG回合制独立游戏,游戏本身主打的是高难度,有五花八门的武器、道具、技能等等,但是由于没有玩法引导,所有的技能、武器都需要玩家自己在战斗中尝试,暴击流、防御流,法术流、还是道具流,只有先想好搭配思路,才能发挥出色套路。磨难之间没有杂兵练级,敌人除了BOSS就是强大的磨灵,而且基于BOSS必定先攻的回合制系统,难度很大。玩法和搭配实在是过于复杂,加之冗长不知所云的背景,除了游戏本身强调的硬核之外,确实没有什么吸引人的地方。但在EA阶段,确实不能强求太多,对这个游戏的未来还是有信心的。
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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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