
Most of your actions have been taken away. In each time loop, slide the mouse to kill monsters, crack the puzzles locked by knowledge, and explore the hidden paths! Go deeper in a limited time and discover the truth of the world.
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About
You have been deprived of most of your control methods. What happened? Try to understand the world when you can only slide the mouse. But if you click the mouse, unexpected and dangerous things will happen.
Who created this world? Keep exploring more areas. There are various hidden mechanisms around the world waiting for you to crack.
You can get different small props in the treasure chest, let them help you. After the battle upgrade, cultivate your character in each round by adding attribute points.
Partners went on an adventure together, but were accidentally teleported to different places. Where are they? What happened? Everything is waiting for your exploration!
From the developer of Bubble People, using the same jittery hand-drawn style and adding more color! This is my 8th game on Steam.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, Traditional Chinese*, German*, Russian*, Portuguese - Brazil*, Spanish - Latin America**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
解密+肉鸽+少量mate。 解密部分设计的不错,通过不断探索地图找线索,[spoiler] 一次次缩短时间循环 [/spoiler]来拯救同伴,知识锁融合较为丝滑,就是受限于作者画工,部分线索较为抽象,有时须对电波。 肉鸽部分设计一般,开始挺上头,后期跑图重复度略高,战斗也只是存活足够时间。存在永久成长道具,后期可以直接站桩。 Mate元素加入属于锦上添花,整体剧情中规中矩。 整体中等偏上,有自己的特点,喜欢解密的可以入,冲肉鸽来的还是算了。
I really wanted to like this game. I love time loop puzzles, and had just finished playing Chronoquartz (fantastic cute little game!) and was itching for another. I played the demo of this and it hooked me enough with it's premise to buy the full version. Early the game is pleasant enough. The combat is simple but amusing, and you're given upgrades and items, and quickly learn there's more to the world than meets the eye. It's exciting to start to look for hidden paths, learn quicker routes, and solve hidden world problems. The issue is that the core of the game rapidly becomes [b]extremely[/b] tedious. The combat, simple at first, quickly shifts into useless tedium. After getting a few upgrades, the combat is meaningless and I found myself avoiding enemies instead of killing them because then I'd have to sit there and sit through a pointless upgrade screen which just took even more time away from letting me progress to what I wanted to [b]actually[/b] do which was solve the puzzle I was on. If the combat is meaningless and trivial after a point why is it even there? Each screen simply acted as a time gate against what I wanted to do. Now I'm no rookie when it comes to tedium. I sunk 200 hours into the end game slog that is The Blue Prince because I wanted to get the true ending. Somehow this game broke me with even worse tedium. It'd be like if you place a room in The Blue Prince, and then the game introduces a timer where you wait around doing nothing for 20 seconds until you can place another room. I actively begun to feel discouraged about exploring. If I reached a split in a path ahead of the time loop end, I knew that no matter which choice I made I'm going to have to slog through tedium just to reach this point again. What even actually mattered? I got to the first end of the game, figured out the cute mechanic, and then looked up a guide for finishing the game and just decided it wasn't worth fighting hordes of enemies and waiting locked in different screens again because I missed one clue that I'll have to spend 15 minutes just to get back to. So I'm done. There's a lot to like about the game. There's some obvious heart put into it despite it being rough around the edges. The concept is cute. However, the core of the game just... isn't fun. It's worst than not fun, it's tedious. And I don't think there are any easy fixes to make it more fun that wouldn't ruin the 'mystery' and basis of the game. I think this developer can certainly go on to do good things. I look forward to the next game they make and hope they don't feel discouraged, because it's obvious they can have good ideas. But please don't lock a player into doing nothing for 20 seconds at a time when all they want to do is engage with your puzzles. If you can handle more tedium than me, this game has a certain value to it, but for myself it's sadly a pass.
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呜呜呜太棒了,cool game很有味道 解密的电波几乎都很快就对上了这点很有趣,而且解密整体不算困难,没有任何的做题感,谜题几乎都是随着游玩自然解开的,充分彰显了作者设计的功底 肉鸽的部分在游戏进程越过某个点之后就是纯爽,这是我觉得本作做出的最正确决定之一,缓解了一部分重复跑图的枯燥 [spoiler]后面还可以学到某个避战知识,但是反而觉得少了点什么(bushi)[/spoiler] 全成就10小时左右,称得上是适合各层次玩家品尝的佳作 顺带 主人公的小眼神真的好可爱💗 平时睁大眼发呆,遇敌就凶凶的好好笑
我不会说这是一个完美无瑕的作品。因为战斗确实有点无聊。 但是这款游戏的解密着实精妙。回味无穷。
唉,想法是有新意的,但是呈现出来说好听点叫差强人意,说难听点叫拉完了。究极无敌浪费时间的跑图,还有大量的收集品。走错岔路会导致那把直接到不了下个线索点开捷径,相当于这把白打。最后真结局更是拉完了,三百六十五里路,死一次从头再来。还有大量要绕着一个东西转圈的操作,近了也不是远了也不是,转了几十圈了也不知道算不算数。再就是神秘鼠标平移,精度要求堪比外科手术,多动一点直接重来。就其他元素都很一般,缝的肉鸽和知识锁更是差劲。
解密部分很精彩,但不知道是不是我的问题,有的时候总是会想岔([spoiler] 尤其是“点击”这个操作,越不让我做越让我感到神秘,想要在各种地方都试一试,结果好像并没有什么谜题与其相关。我一开始以为会是像leap year一样,正常的跳跃(点击)会死亡,一定条件下会发生变化。同时武器选择界面左上角的圆形地标和每个篝火界面的史莱姆地标似乎也没有更多的秘密,我本来以为会是传送相关www [/spoiler])总让我感觉虽然全成就了,但似乎好像还有很多秘密没被发掘,想深究但又无从下手 肉鸽战斗部分只用鼠标滑动这一点我觉得是比较有潜力的玩法,拓展肉鸽深度之后我觉得能作为独立的休闲肉鸽来玩([spoiler] 就像是邪恶铭刻那样,我很喜欢其第一幕的打牌部分 [/spoiler]),手感很爽且不同武器能够组件多种流派,然后再搭配不同的史莱姆技能等等,不过对于敌人以及boss战斗部分还缺少更多刻画
本人口味比较挑剔,评价可能会比较尖锐。 作为一款国产独游算比较有意思的,美术场景音乐融合的很不错,肉鸽融合解密相对新颖,可以看出来作者用心了。 [h3] 但是[/h3] 首先最明显的,本作引导实在是太少了,虽说也能算游戏特色,但卡关情况容易出现为事实,需要对上作者电波,以及反复跑图的疲劳感负反馈连环也是不吐不快。 然后肉鸽实在是做的太浅太浅了,只是披了一层皮,且战斗解密出现了打架情况,到了后面很明显的,战斗变成了耽误时间及负反馈的一环。 对此玩法评价比较低的原因之一还有就是,就算肉鸽作为一个玩法添头,除了为游戏设定合理性以外,似乎就和故事没什么关系了。私以为,如果在属性道具里加入一些小彩蛋,如[spoiler] 先驱者们的遗物 [/spoiler](在道具列表的原因完全可以用bug解释),模式和整个游戏的关联性趣味性都会提升不少。 然后剧情,这点我真心疑惑了,我打完整个游戏竟然对[spoiler] 先驱者们[/spoiler]的感慨和好感是最高的,薪火相传感真的淡淡感动,再其次是这些[spoiler] 努力修补游戏的小时钟人(游戏工作者)[/spoiler],最后才是感觉完全不了解的主角小队。 她们一起经历过什么?他们是什么样的人呢?明明任务一直都和队员有关,[spoiler] 结局也是大团圆he [/spoiler],但是我打下来并没有感觉哇真好啊,因为我根本不熟啊你们都是谁,我以为[spoiler] 队员彼此的关心对话 [/spoiler]是塑造的开始,结果居然是几乎仅有的塑造部分,有些失望。 仅能滑动来推动游戏进度,我觉得本作核心机制其实也并未挖掘深,都止于浅尝辄止的眼前一亮。meta要素没什么好说的,因近年真是泛滥成灾了多少有点审美疲劳了。 虽然好像批评了一番,但本意是想能以个人视角指出本作有所不足的地方,也是为这些留白过多挖掘深度不够的剧情玩法感到遗憾。做精致的独立游戏并不是一件简单的事,辛苦了。
6hr通关 meta元素比较一般,解密部分还算有趣,也是量大管饱。战斗部分,吸血鬼幸存者like这种模式也还不错,吃了几个呀哈哈直接进力大砖飞了。算不虚此行吧。 几个吐槽点: 1. 几个需要提示的地方没有提示 或者有误导( 我是玩了2hr打不动了看攻略才知道全程点击和解密无关... 老实说这个特效真的像压血量有特殊展开) 开始界面选武器旁边的锁圈和几个村子的锁圈 直到摸到第一个技能卡我才知道这玩意不是传送阵... 包括整个流程是基于捷径-调整时间进度我也是快通关了才了解到 一种星际拓荒cos。这样的话其实UI上每次清图上时间+x 和23min时候的特效应该更明显些,而不是亮一个毫无作用的fever+1 time+1... 还有 所有的BOSS都是耐久boss...我还真心在想如果输出灌死有没有特殊奖励/路线 失望了 2. 后期的地图确实空了很多,或许算一种符合剧情的说法?[spoiler]真结局流程里几个队友甚至一句对话都不给,有点不应该了。 我是真心想和战士姐姐多说两句x 然后真结局这个流程老实说很无聊 需要反复确认会不会走错...把死门删了做成一本道体验都会好很多。 [/spoiler] 然后NPC也都是片汤话,其实有几个完全可以做成支线来着。而且对话不塞一点提示进去的话,来一点和磁带里前辈的联动行不行?磁带里的人放几个[...]的尸体其实塑造会更成功一些 3. 说是知识锁,其实几个技能大多都只是一次性的。好歹能用新知识解锁几个呀哈哈都行啊( 4. 不能回头+不给传送门+restart甚至需要转圈圈过一遍跳传送门...这一通下去丝毫没有全成就的兴趣了。进错分岔口的风险太大了。[spoiler] 特别是雪山有个岔路,右边一本道走到死路...我还特意走了2次确认一下有没有隐藏门 [/spoiler] 5. 为什么我在手指挂机了半小时都没拿成就x update 什么是这里又要点一下了!生气 总体来说值回票价啦。期待制作组接下来的作品
很好玩!!!!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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