
This is a dungeon crawler game with roguelike elements based on Ancient Chinese story. Under the Fallen Dragons Temple, you`ll fight with various dragons which all have different shapes. The art style is based on real artifacts from China, we hope you could experience a different style of our culture.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese, English
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
都是我四五年前玩的打游戏了,咋还抢险体验那,初期玩还是挺好玩的,时间久了更新以后反而有点没意思了
[h1] 壮我华夏千年 情陈山海志异 [/h1] 希望能出图鉴,如武器、怪物之类。 古风很讨喜,好评。 进度条满了打不开金箱子好气啊!!是不是碧油鸡啊!! -------------------------- 事实证明箱子是能开的···只不过是金箱子有个错误显示··· -------------------------- 刚刚通关二周目,发现龙媒蹀配合子弹爆炸有奇效,全屏aoe,5秒无伤杀饕餮~
自己多久没更新是没点逼数吗
Abandoned game, however existing content is still worth picking up on sale if you're into Chinese culture.
可惜不更新了,跑路了 游戏还是不错的。
[quote][b]S U M M A R Y[/b][/quote] [u][b]Tale of Fallen Dragons[/b][/u] is a poorly-translated action roguelite dungeon crawler with procedurally-generated floors which has been abandoned by the developer. They seem to have disappeared in Q1 of 2018 after shipping a massive update which completely overhauled the game from its original idea, leaving it in an almost-finished state (85% according to their Early Access text). Overall, I do not recommend the game to non-Chinese speakers due to it being an unfinished, below average game and because it frankly doesn't stand up to the more iconic games in the genre such as [u][url=https://store.steampowered.com/app/250900/The_Binding_of_Isaac_Rebirth/]The Binding of Isaac Rebirth[/url][/u] and [u][url=https://store.steampowered.com/app/311690/Enter_the_Gungeon/]Enter the Gungeon[/url][/u] which both set a high bar for the genre. If you're a Chinese speaker then you will be able to get a lot more out of the lore (and know what items do with more clarity) but I still wouldn't recommend the game due to the aforementioned reasons. [hr][/hr] [quote][b]A C H I E V E M E N T S[/b][/quote] Most of the achievements are simple to get and will be acquired as you play the game but the ones related to defeating a boss without taking damage are skill-based and will require you to learn their patterns and become somewhat decent at the game. Moreover, there are a few achievements which are based around collecting specific passive items and the drop rates of some appear to be much lower than others. For example, I had 73/74 achievements after 18 hours and it took me another 3.5 hours just to get the last passive item (and achievement) that I was missing. Furthermore, I have never even seen four of the 214 total items in the game after 21.4 hours of gameplay. [hr][/hr] [quote][b]R E V I E W[/b][/quote] [h3]Gameplay[/h3] The gameplay is standard for the genre but what drags it down is its unengaging and boring gameplay loop: your character can only wield one weapon at a time and there's no way to modify them (other than improving your Damage, Critical, Range, Attack Speed, and Projectile Speed stats to make them stronger). That being said, each weapon does have two firing modes: a slower and longer-ranged mode, and a faster and shorter-ranged mode which typically does more damage; however, you'll often end up sticking to the one with higher damage output which partially negates the point of having different modes in the first place. Additionally, the passive items that you get mostly provide statistical improvements and very few change how you approach the game or alter the gameplay in any noticeable way. Even worse, those which do change the gameplay often do so in a negative manner and are flat-out detrimental to you, or their benefits are equally outweighed by their penalties. All of this comes together to make the gameplay loop become boring quite quickly due to the small amount of variance that you experience between runs. The dungeon uses procedurally-generated floors but the generation process is very simple and predictable: for example, you always start in the bottom-left corner of the floor, there are a limited number of room layouts which you will see all of after a few runs, and there will always be one shop, treasure, and boss room. Additionally, these three rooms (in addition to the rarer challenge room) will be the only dead-ends while every other room will always have two or more exits. The enemy variety is also lacking and each set of two floors uses one set of enemies who don't really provide you with engaging combat. Your sprite and the enemies' sprites are also quite large in comparison to the size of the room so there will often be environmental hazards (such as explosive barrels or spikes) and enemies which end up generated right beside you when you enter a room which can lead to unfair damage. Due to the poor translation, it is difficult to determine what some items do and some were even mistranslated: for example, a number of items refer to your "Attack Speed" but actually affect your Movement Speed. Your base statistics also aren't explained and it isn't obvious what some of them do, and the meta progression system is quite flat and uninspired as it is only used to increase your base stats (HP, Attack, Defense, Movement Speed, Critical, and Luck). There is also no tutorial for any aspect of the game, leading you to have to figure out many things by trial-and-error which isn't helped by the poor translation or the complete lack of non-Chinese documentation (a good chunk of which is outdated anyways due to the massive update that was released in Q1 of 2018 which completely changed the game). [h3]Graphics[/h3] The graphics look quite nice and the sprites are very well animated but one thing which I dislike is that the character sprites are reminiscent of something you'd find on a mobile game and I'm not a fan of that kind of look. One negative is that the death animation of some enemies is slow and might lead you to think they're still alive, when they're actually not, which could make you waste shots in more frantic moments (at least until you become accustomed to the animations). [h3]Sound[/h3] The music is your generic atmospheric dungeon-delving background music which serves well as background noise but isn't anything special to listen to. I somehow listened to this music for 13 hours without getting tired of it but switched to my own music anyways to make the experience more enjoyable. I rarely comment on sound effects in my reviews but this one highly annoyed me: one of the weapons' sound effects make it sound like it's firing twice as often as you actually shoot the projectiles. I'm not sure if they reduced the weapon's Firing Speed and forgot to change the sound effect but it sounds so broken that I found myself avoiding that weapon altogether. [h3]Story[/h3] The story is given to you via optional conversations with other characters that you can engage in at the start of a floor. It seems to be very simple but the poor translation of the dialogue doesn't help in conveying the full scope of the story. That being said, the game is rife with actual Chinese lore: you can look up every monster and boss in the "Anecdotes" menu and view the historical artifact or mythical creature that they're based on. There's even a sub-section for the game world's lore which depicts the birth of the world, as well as the dragons that act as the bosses in the game, using cave drawings. Overall, it's very cool but is unfortunately mired by the poor translation. [h3]Conclusion[/h3] The game is based on a cool concept and definitely has potential but that will probably never be realized since the developer disappeared and the game has been abandoned. It isn't very accessible to non-Chinese speakers and, due to its unfinished state, there are far better and more polished games in the genre. As a result, I don't recommend this game unless you're a Chinese speaker or are passionate about the culture. Even then, only get this game when it goes on sale for [u][url=https://steamdb.info/app/570980/]75% off at 2.50 USD[/url][/u]. Otherwise, stick to [u][url=https://store.steampowered.com/app/250900/The_Binding_of_Isaac_Rebirth/]The Binding of Isaac Rebirth[/url][/u] which regularly goes on sale for [u][url=https://steamdb.info/app/250900/]50% off at 8.50 USD[/url][/u] or [u][url=https://store.steampowered.com/app/311690/Enter_the_Gungeon/]Enter the Gungeon[/url][/u] which regularly goes on sale for [u][url=https://steamdb.info/app/311690/]50-60% off at 7.50 to 6.00 USD[/url][/u].
现在有人我吃
这个游戏还没出的时候在wegame上看见的,看评论什么支持国产,国产精作,然后30块买了一个4399,当时也不知道游戏可以退,我今天看游戏库看到了,就感觉我是sb。
小时候在手机上玩过,因为喜欢玩机,把手机刷砖了之后就找不到这个游戏了,特此补票 童年滤镜的原因,小时候觉得巨好玩。不过现在重新捡起来玩之后,明显的感觉缺点不少 手机加电脑一起的游戏时间少说也有30h了,在这里说一下我的感受,总体来说乏善可陈 好话说在前头,所以先讲一下优点吧 题材新颖,少数在市面上能看到的令人耳目一新的游戏(单指题材),怪物原型为古物,boss是龙子,设计方面看图鉴,的确是有认真参考的 有传送功能,地图大配个传送,确实挺贴心的 攻击机制挺新颖的,每个武器有自己的轻重击,部分武器极具特色 成就可以当活字印刷用 对不起,是在是想不到能夸的了 以下是缺点 作为一款肉鸽,随机性有点低了,地图几乎就是几张轮着换 有些武器疑似有点幽默了,部分武器弹道抽象就算了伤害也不比弹道正常的武器高,那么这个武器弹道抽象的意义是什么呢?除此之外,有些武器就是换皮了,轻重击给人的感觉就像是主角的初始武器换了皮肤 星盘合成系统给我一种玩网游的感觉。没玩过的可以理解为低阶装备可以合成高阶装备,看着挺好的对吧,但是,但是啊,它会失败,失败之后四个装备就变一个了。就算你是白色合成蓝色也会失败,而且个人体验下来失败的概率疑似有点高了,三次合成至少有一次会失败。这很恐怖吗,是的,这很恐怖。不过也可能是金装备的加成给的比较给力,这么一说,虽然可以理解,但是我个人很讨厌在单机里面塞这种东西,这点算是个人扣分项,仁者见仁 道具给的加成有些保守了。上面提到金装备给的加成给力,对比的就是加成道具,给的太少了 护驾机制给人一种半成品的感觉(你可以理解为随从),没有什么存在感 最重要的一点,官方似乎已经寄了,上次更新还是2018年,你非要入的话,还是等史低吧,原价是真不值 剧情是经典的谜语人对话,而且还是那种一开口你就差不多能把人物关系和后面剧情猜的七七八八了。除此之外,我玩了也算挺久的了,剧情也不知道看没看完,有点呃呃了 打完boss给的卖血量上限的祭坛给的东西有点少了,没有高风险高收益的感觉 下面的算是一些吐槽了,我个人觉得不应该算在优缺点上面 烛龙和相柳的boss设计个人感觉根本就没考虑过无伤,不过也没相关成就,也不好说什么 有些道具玩起梗来太出戏了,和游戏格调完全不符,比如一个道具叫千年杀,纯粹是为了玩梗而玩梗 游戏的以撒味有点明显 差不多就这些吧,打字都打累了
这游戏制作人跑路了吗
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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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