
The Bazaar is a fast-paced multiplayer Roguelike where every run is a new puzzle. Choose from unique heroes, uncover powerful combos, and outwit your opponents in a dynamic, ever-changing marketplace. Play at your own pace while discovering endless ways to win.
Most likely between $4.5M and $12.7M. How we estimate →
Checked against 8 developer-reported games
Reviews
Themes across 1551 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
你们会做个√8的匹配系统😅😅😅😅😅😅😅😅
平衡的什么东西?
纯死妈游戏,死妈运营,死妈设计师,越改越恶心人
《大巴扎》是设计底子非常优秀的作品。美术表现力拉满,卡牌立绘、特效、UI 细节精致,氛围感十足,美术组水准很高。 游戏整体框架和玩法构思相当出彩,异步对战 + 格子道具构筑 + roguelike 事件的结构很有新意,棋盘占位搭配、事件抉择、商店轮转这套流程完整流畅,策略深度足够。我完全可以接受游戏本身的随机性,随机事件、商店 roll 卡带来的每局不一样的体验,恰恰是这个游戏的乐趣来源。 但数值设计问题非常突出,完美演绎了二战的幸存者偏差:网上流传的各种花式通关、酷炫胡牌对局,都是成功返航的轰炸机;大量构思有趣的构筑,因为数值门槛过高直接半路暴毙,如同被击落、无法进入统计样本的战机。 数值设计师似乎有一种脑干缺失的美,只盯着成型的爽局去调参,忽略了绝大多数普通玩家的实际游玩体验。很多机制创意很好,但生存、伤害、资源配比失衡,大量套路很难走到成型,能稳定发挥的阵容屈指可数。 玩法框架、美术、随机乐趣全都在线,却被糟糕的数值严重拖累,十分可惜。
蠢猪游戏,依旧白皮猪特有的喜欢大数字无combo,变着花样限制运转能力,看到有强运转跟自己死了亲妈一样难受
40%的暴击率连续4场都没有暴击,反观对面4%都能暴击。 还有你这“高贵”的匹配机制基本每天都能给你匹配 盾玩 匹 毒玩,内战对手永远比你胡的情况。 实在是太好玩了嗷
Having played this game from when they were still beta testing it, BOY was I in for a shock on just how bad the monetization could get. What's that? You paid the game's price already? Now, how about doing that FOR EVERY SINGLE CHARACTER!? I don't know what happened here, I thought we had gotten past these predatory tactics, but I guess not.
想被折磨就玩吧
It is just progressively getting worse, the devs dont seem to be able to handle the amount of things they have put into the game.
paga 20 pavos por cada personaje que quieras jugar extra. Un robo