
1000 years ago, an alliance of humans and elves drove back the invasion of dragons. Peace was meant to return. Instead, humanity descended into endless bloodshed and tyranny. 1000 years later, the last surviving elves must defend their forests against man-made dragons forged from far deeper cruelty.
Modeled estimate, not a reported figure. How we estimate →
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About

The elves were never meant to live this long.
The dragon invasion from 1000 years ago was supposed to have wiped them out - perhaps with a few straggling survivors lingering on as pawns in the bloody games of human empires that followed.
They were never meant to exist under the same sky as the first operational steam engine, or watch the first biplanes claw their way through it.
And they certainly weren’t meant to witness their ancient forests reduced to ash by modern artillery systems and advanced autonomous drone swarms.
But two of them did.
In a sense, things are not so different from that legendary war all those years ago - the dragons are now mechanical, but they can still be felled. Instead of the hero himself, his 47th descendant has returned to fulfil his pledge. And behind them, yet another deeply flawed human kingdom to defend.
... The 1000 years of accumulated umbrage, however, is an entirely different beast altogether.
Features:
Tactical auto-battler combat stages woven into a broader, overarching story.
Carefully position your units, evade enemy bombardments, call in air support from human allies, utilize the terrain and each character’s unique strengths to plan your defenses.
Lead the final defenders of the Kurelian forests against massive, relentless swarms of airships and drones.
Follow the story and ultimate fate of the last surviving elves and their final party of dragonslayers, as the slow inevitability of change, progress, decay, and death closes in around them.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Reviews
More Nowaki is always a nice treat, good to see they're still working at it. This game feels like a further worked upon version of Butcherbird's gameplay loop, with additional changes made to it(Effectiveness system, stats that affect said effectiveness, drops, etc). It's good to see the visual novel aspect of these games is still going strong, although it isn't for everyone, Nowaki's writing does have some charm to it that I truly enjoy, and I'm always interested in the universes they set up in their games. The art style is still charming as well to me, and I do like the overall look that these games have always had regarding backgrounds and style. The only problem I have really is the audio mixing that persists from Butcherbird, where I can barely hear the music even with everything on my system and in game set to max. Besides that, I'm excited to see where Nowaki takes this game, considering this is just Part 1 of the game. Edit: Also want to say, PLEASE give us more Chris Jay, his work on your games has been so good and it's unfortunate there's no way to listen to the music more.
本作是一部类放置塔防+视觉小说类似的游戏,千年前,人类与精灵合作讨伐了巨龙,千年后,人类背信弃义,为了土地转向讨伐精灵,想要将精灵赶尽杀绝。本作的主角便是在当初的讨伐中还幸存着的精灵。好在千年前共同讨伐巨龙的英雄后裔选择了帮助精灵,并为精灵带来了反器材步枪。 游戏流程很短,目前的抢先体验阶段只有序章和第一章两章,全部玩完一遍只需要一小时多就够了。所以目前的游戏剧情还不完整,但只看游戏的背景设定:人类与精灵,千年前的远古巨龙与现代的钢铁巨龙,背信弃义的大部分人类与守护了誓言几十代的英雄后裔都是很有看头的元素。 游戏内除了视觉小说的部分还有着塔防小游戏来表现视觉小说中的战争部分。在塔防部分,玩家需要根据己方人员的特性安排其位置,并争取在战斗时让其能够输出最大化。再加上游戏中的压制和己方的空投补给,那种简单粗暴的战斗竟然有种莫名的爽感。 总的来说本作还是不错的,现在仅仅只是第一章的内容就很有趣了,推荐感兴趣的玩家体验一下。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪[/hr]
Booting up this game results in a language selection screen that is only partially displayed, forcing you to pick the only option (Chinese). Rebooting PC did not fix the issue. Changing language from the main menu resulted in the same issue. Using Windows shortcuts to resize the window did not work. Changing the launch options in Steam to force a more suitable resolution did not work. I reported the issue on Steam and received no reply. I tried reaching out to the developer on Twitter and was met with "We're unable to show this account". No other means of contact were provided. Product refunded, developer blacklisted.
The story and all the character are interesting. the game play is simple and yet I find positioning the character to ensure maximum effectiveness and avoid bombardment to be fun, especially in high endless wave where you trying to squeeze out any more effectiveness where you can to just survive one more wave. the game does lag in high endless wave. WARNING: The game is unfortunately not finished despite not being in early access due to combination of lack of revenue and developer over scope. despite this, I still enjoy the content it does have and will periodically come back to play this game
[h1] 前言:人族来犯,快请芙蓉王老祖出山[/h1] 《那位1500岁的森林精灵,与我的反器材狙击枪》是一款视觉小说+简约塔防性质的游戏;坚守着森林绝不退让的千年精灵老登“伊德琳”,与第47任守誓人“温特斯”,乃至为抵御“北方霸权”而掺和进来的脆弱盟友“乌尔斯坦尼亚”,一同面对人类所制造的“钢铁巨龙”——漫天无人机与战机的钢铁洪流。 [h1] 剧情:脆弱的信任能否抵住钢铁洪流[/h1] 人类与精灵曾并肩对抗暴君巨龙,却在和平后刀刃相向。曾经并肩作战的羁绊与善意、曾经人族英雄面对精灵一族作为前线付出牺牲而许下的承诺,都早已随英雄的逝去而灰飞烟灭,剧情虽以“北方霸权”的入侵为始,但精灵所受的侵扰却也早已持续千年。如今英雄一族的血脉后人,仍遵循守护精灵一族与克瑞利亚森林承诺的守誓人“温特斯”,为不愿抛弃千年抵抗的精灵女主,带来了反器材狙击枪,与脆弱的盟友国。 虽然共同对抗“北方霸权”的目标,让双方初始有些许的蜜月期,让伊德琳能与一众兵士个人和谐相处、了解未出森林的百年间人类又发明的新玩意,但合作的基础极其脆弱,根植于历史中的伤痕带来深刻的不信任只是其一,但更关键的反倒是“乌尔斯坦尼亚”自身的权力失控与混乱,面对“北方霸权”的动向,高层恐慌下的“内安部”背信拘押村民、意图强行取得林道的穿过方法、让“盟友”的脆弱暴露无遗。 剧情方面,这种战争夹缝的剧情,自然要围绕着“坚守”与“个人抉择”进行塑造,此外则是本作所额外关注的“承诺信任”;面对同伴让他拖住精灵等到村民安全再告知的安排、兵士“你应该有权自己决定该怎么做的”坦白,算是人性的微光,但却不能改变整个局面的无力感。 由于[b] 游戏目前只有序章+第一章,剧情+玩法实际也仅1小时多的流程 [/b],整体文本较短、故事在短暂的波折后就结束了,最终能否支撑出一个精彩的故事与好结局,还待后续内容。 [h1] 玩法:每波调整队员位置的简约塔防[/h1] 游戏姑且属于是塔防性质,但并不是获取经济然后升级塔的那种,玩家要做的只是在每波准备阶段、根据队员的俩特性、调整其位置,尽量提升每个队员的输出效率。譬如,有的队员是放置在地图靠后位置+50%战略优势、有的则是至少一名队友在200米外才+60%,或者周围每有一名队友+25%且最多计算3名;由此带来权衡摆放上的策略性。 此外,也有拾取空投物资(队员放在空投上可获取额外加成)、将队员移出敌方的炮击范围(否则范围内队员会在开局一段时间内被压制、无法塔防攻击)的额外因素;由于每波的空投位置变动、炮击范围往往也是根据玩家上波位置定向瞄准的,因此就每波都需要调整位置;而随着队员数量的增加,摆放上的难度与取舍决策自然也是同态递增的。 玩法体验还行,但整体趣味还是单一了些,属于是简约小游戏的性质。 [h1]总结[/h1] 游戏采用抢先体验模式,目前仅开放第一章内容,但并非分割商法,官方计划通过后续逐步推出共4章;作为一款玩法与美术都挺简约、偏向于视觉小说向的游戏,是否值得还得得取决于后续三章的故事完成度,但感兴趣的也不妨现在就入手一试。 [quote]加入[url=https://steamcommunity.com/groups/GHYX]干货游戏[/url]&关注[url=https://store.steampowered.com/curator/35106417/]咱的鉴赏家[/url],不定期为大家带来游戏体验分享,也期待您来一起分享自己的游戏体验干货~[/quote]
always say yes to more nowaki! fun puzzle-esque gameplay, more chris jay music, and more story in the same world.
[h1]《那位1500岁的森林精灵, 与我的反器材狙击枪》简评[/h1] 游戏名字很长,就像日系轻小说一样,但是流程很短,目前的两个章节(含序章)结束后还可以退款(后续会慢慢更新章节)。目前的体验来看,剧情讲述了一个人类和精灵、长寿和短命、联盟和背叛、侵略和反抗、责任和复仇的悲惨故事。黑白美术风格衬托了故事氛围,反而将极简的廉价感变为了优点。剧情中穿插有塔防策略游戏,战斗机制有点意思,就是“小”了些,仅仅为了插入剧情增加一些趣味性。另外,游戏的其他一些细节更加完善就好了。 [h1]游戏剧情[/h1] 游戏的剧情很有意思,涉及到所谓政治、利益等内容。千年前,人类和精灵联合击败了巨龙。千年后,人类为了精灵的土地将这个族群赶尽杀绝。目前,就剩下寥寥数个精灵幸存,而游戏里的主角之一的精灵,便是一位曾经参加过千年前恶龙讨伐战之英雄,且见证了人类从联盟到背叛的历史。如今,人族当年讨龙英雄的后人,继承先祖之意志,前来拯救精灵一族。 设定很不错,涉及到人类和精灵、长寿和短命、联盟和背叛、侵略和反抗、责任和复仇等诸多矛盾,不过也为后续的剧情埋下二个很大的坑。其一,一个族群只剩下数个人,这个群还有生存繁衍壮大的潜力吗?其二,面对人类帝国的战争武器和大量军队,这由寥寥数人组织起来的反抗,真的能够以一敌万吗? [h1]塔防策略[/h1] 本作的塔防策略,虽然是个插入剧情里的小游戏,但是机制上还是有些意思的。其主要特色就在于作为防御塔的队员,如何摆放位置才能获得战略优势最大化(即输出伤害最大化)以及避开敌人的范围攻击。这里的摆放位置,包括了角色的词条效果(职业、技能等),关卡的地形设计(高度等),增益的空投物资等等。这个设计不得不说,还真有些意思,只不过本作塔防策略只是作为小游戏的存在,没有将这套机制发挥到极致。 [h1]不足之处[/h1] 目前游戏的很多功能非常不齐全,有待完善。例如,设置菜单缺乏,没有窗口模式,没有手动存档功能,没有战斗快进,无法直接进入塔防无限模式等等。 [quote] 我的游戏真的有那么好玩吗? 关注[url=https://store.steampowered.com/curator/34823631/]“我的游戏不可能那么好玩!”鉴赏家[/url],这是你从未体验过的船新版本~ [/quote]
Love the game, love the characters, love the story. Very interesting and fun gameplay, and overall i enjoyed my experience alot! Another wonderful Nowaki ( Kowloon ) game!
[h1]精灵大人时代变了[/h1] [h2]游戏推荐指数:★★★★★☆☆☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 在完成度上属于半成品的水准,打的地基很厚实,可惜属于烂尾楼,颇感可惜的一款游戏 关于缺陷 1.首先就是在UI布局,字体,背景这些方面差强人意,整体观感很差 剧情对话的字幕太靠下了,而且字体算不上好看再加上字底下完全黑色的底色,看着不是很舒服,而且也没有可以直接使用鼠标进行浏览对话记录,自动播放的功能,只能使用键盘上的快捷键。建议可以添加此类功能 主界面的UI这块,音乐和音效以及语言都可以直接放进更多(设置)里面。然后中央放从上到下为开始/继续/更多(设置)/离开,背景也可以更换成有游戏角色的图。在选择项的边框,底色这些,都可以尝试优化,变得更好看一些。 2.音效上的不足 音效主要是两个方面 首先是视觉小说部分,点击对话的音效是金属敲击的“噔噔”声,短时间还好,听久了之后疲劳感会比较重。 其次是战斗部分,整个战斗上主要利用画面的晃动,来提高玩家获得的反馈和在视觉上增加战斗的激烈程度,但是音效却没有配合好,比较千篇一律,完全可以适当的加上爆炸的,飞机坠落的,树木倒地的音效。 3..设置上的缺失 这点主要就是缺少一些基本的设置,例如自动播放速度,战斗画面晃动强度,分辨率之类 4.游戏剧情和战斗玩法在广度和深度不足 游戏剧情上:人类英雄和精灵与古龙抗争,千年后,英雄子孙又和当初的精灵站在一起对抗钢铁巨兽。本来是挺好的题材,但是在游戏剧情中摸不着头脑,看不到对抗巨龙的史诗感,也看不到后续战争的艰难,还看不到侵略国家的可恶,,很多地方的剧情只是很粗糙地表现了角色的性格人设,但是描写的内容太少,水分也比较多,非常让人想要跳过剧情。 战斗玩法上:可以拓展的地方有很多,目前角色只有战略被动,武器类型和阵地定位三种,实际玩法就是找位置摆人,实际没有什么可玩性,在此基础上,可以增加天气增益,例如雪天有积雪,低处地形格外减少10%战略优势,但是减少25%受到敌人攻击的概率。例如还可以增配商店(格外补给)系统,通过消耗当前关卡内击毁敌人战机的数量,从而获得更多空投。 建议增设可以选择不同的难度(更难的难度),或者添加更多可以游玩的内容 优点是简单明了的操作,还有战斗时候屏幕震动带来的爽感 总结起来就是非常可惜,有着很好的地基,在音画和剧情上面打磨一下,后续添加更多可游玩的内容玩法,会成为很不错的游戏 [quote][h3]鉴赏员测评配置:[/h3] CPU:AMD Ryzen 5 7535H GPU:NVIDIA GeForce RTX 4050 Laptop 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
[h1]简介[/h1] 《那位1500岁的森林精灵》是一款放置类塔防游戏,游戏的玩法非常的简单,就是放置防御单位,然后在战斗开始的时候会自动攻击范围内的敌人,直至全部消灭就算赢了。虽然玩法非常的简单,但不代表游戏的难度低,所以在每个回合会有空投投放物资,这时候需要放置我方的防御单位在物资的附近就可以享受到物资的加成了。 [h1]玩法[/h1] 做为一个放置类的游戏,地形也是游戏过程中需要考虑的要素之一,防御单位放置在地形的不同单位会有不同的衰减,但也有地方是没有衰减的可以100%发挥出防御单位的伤害的,但因为空头物资是随机掉落的,有可能会掉落在防御单位衰减的地方上,这时候要如何取舍就要看玩家自己的选择了。当然作为放置的防御单位,也是有兵种区分,这里当然是攻击、范围、和一些特性等的区分,不同的兵种对地形的要求也不一样,这样似乎就给吃空头物资和占据有利地形双重buff提供了一些可能。 [h1]特色[/h1] 游戏的故事很简单,就是说很久以前人类和精灵是相互合作共同对抗巨龙的,但击退巨龙后人类又开始对付精灵,几个逃生后的精灵回到了森林后,为了守护最后的森林与人类发生对决,人类为了消灭精灵,将之前对付巨龙的武器都用到了曾经是盟友的精灵身上。 [h1]总结[/h1] 总的来说,作为一个剧情驱动的塔防游戏,地形衰减和空投物资的设定挺有意思,因为在无论是剧情还是战斗期间,这些对抗人类的精灵之间的对话都挺有趣,而且对于世界观的构建也都是这些对话为主。同样作为剧情驱动的游戏,本作也是有剧情章节的,故事也同样精彩,可以说是一款足够简单和好玩的塔防游戏。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
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