
What happens when you and your girlfriend uncover a mysterious book and then accidentally activate it? Can you keep Alex one step ahead of those who want the book while at the same time figure out where am I? What does this book do? Why do these other people want it?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Overall a very enjoyable game. I can see a lot of effort in the world building and details of each town. It also features interesting dialogues of your party. What's best to me is it has difficulty slider, so people who just want a story can still enjoy it without a lot of level training. Totally recommend this game to whoever enjoy retro rpg.
玩了一百多个小时,因为我比较喜欢逛地图,这个游戏地图很大,玩到后期有点累了,4块多买的,很值,游戏内容很多,但是到很后面才能有船到处去,结局应该是有6个结局,我只看了两个,最后打BOSS如果选择用卷轴把黑暗力量送到外太空最后主角团会集体失忆而且终生都只能是低等级再也没有办法上升,感觉还是蛮惨的。如果选择用三个容器封印黑暗力量,那么大家都没事,但是不知道未来会怎样黑暗力量可能会卷土重来,每个主角都是很好的人所以我觉得这算好结局,以后的事就以后再说吧说不定那时候主角团早死了。还可以选择让男主女友吸收黑暗力量,我不喜欢这样所以懒得看这个结局。还可以牺牲一个队友摧毁黑暗力量,我也不喜欢所以没看。另外两个结局我真的不知道怎么触发,这游戏后期玩得太累了。还有就是游戏中很多解谜设计得很不错,50个秘密房间我只找到40个,对了这游戏支线任务也挺多的,总之这个游戏很不错
Ich finde das Spiel herausragend. Die Geschichte ist gut; die Boss-Gegner sind teilweise sehr fordernd, aber die Kämpfe sind insgesamt sehr interessant. Es gibt keine schwierigen puzzles. Ich empfehle das Spiel.
好作品,值得入手,尤其是特价时,本作经常打折,而且打折就是最低价5元 别被发行商Aldorlea Games吓到,这部作品出自独立开发者,实际游戏内容很丰富,质量都比很多游戏高,作者也会在讨论区对玩家进行答疑 游戏主要发生在与地球相对的另一个魔法世界中,主角因偶然发现了“暗影之书”,导致女友被暗影之主的一个实体附身,主角也穿越到了这本书所属的世界,一个人类、矮人、精灵、仙灵、亡灵、龙人甚至牛头人、哥布林混居的多种族世界。在异世界朋友的帮助下,经历一系列冒险,先是解除了女友的影主附身,再是发现更大的阴谋,最终将暗影之主的三个实体全部封印,世界危机解除。 本作故事只发生在世界的一片区域内,世界氛围塑造的很好,通过与城镇的NPC对话展现这个世界的风土人情,绝大多数NPC的对话都有内容,非常生动,而不是像很多游戏一样空洞,重复“今天天气不错”或者“XX镇是一个商业城镇”之类的废话。而且随着游戏剧情推进,各个城镇的NPC数量以及对话会发生很明显的变化。 这个世界感觉就像是把哈利波特的巫师世界从地球平移到异世界一样,无论是游戏内提到的怪兽球运动还是几座法师学院,还有打杂的哥布林。 战斗方面:策略回合制,我方战斗人员先选择动作,确认后根据我方与敌人的敏捷进行行动,双方行动一次后继续选择动作 战斗难度可以设置,因为我选的是默认难度,再加上游戏战斗中可以随时换人、换装备,所以我感觉整场游戏下来难度不大 明雷,游戏绝大多数小怪都很轻松就能解决,如果有自动战斗就更好了,因为有些地牢小怪实在太多,打起来又实在没什么难度,因为容易感到厌倦。 角色技能主要靠升级后得到的点数来学习,每个角色定位不同,可以学的技能也不同。每个角色(除了那个元素师)都有两类技能可学:一类是元素魔法,一类是角色本身职业技能,两类技能都有学习的必要,即使你是一个盗贼,学习本身的雷电法术也很有必要,因为元素魔法不都是攻击性的。 如果想学习高级技能,需要在商店购买魔法书或者在探险中发现 另外一个特色就是这个游戏的buff/debuff太多了,游戏内的手册用了好几页来展示各种buff/debuff的效果是什么,但实际战斗中貌似没法查看,有的时候一个角色的buff太多了,都显示不全....而且buff都是什么效果?很多不常见的我甚至记不住具体效果是什么 如果能让在战斗中查询手册,或者详细显示双方的buff效果,游戏体验会更好,VX ACE应该不难做到这个效果 地牢方面:地牢不大不小刚刚好,夹杂着一些小解密,游戏体验很好,有一点不足之处是不管是城镇还是野外,需要交互的东西太多了,比如一个废弃图书馆,你如果想不落下战利品,每个书架、每个柜子甚至床都得交互一遍,有时候有些麻烦 角色塑造方面:每个角色的个性鲜明,主要通过剧情中的对话体现出来,这些对话风趣幽默,很好展现了每个角色的性格与关系。塑造最差的我觉得反而是主角ALEX和他的女友,ALEX不至于像很多游戏一样“无口”,但感觉说出的话没什么感情,更像是一个推进剧情的工具人,单纯的作为团队决策人做出一些决策。而他的女友,在解除附身之后加入了主角团,却不能战斗,在游戏剧情的对话中也基本没什么发言,存在感非常稀薄 总体而言,非常不错的作品,我的通关时间大概在35小时左右,击败了隐藏boss,探索了所有地牢,除了隐藏房间还差10个左右,一次性解锁了4个结局(根据条件&选择不同)游戏内容是相当丰富的,值得入手
The Book of Shadows, developed by Tiny Goblin Productions and published by Aldorlea Games, is a deliberately old-school role-playing experience that embraces the structure and sensibilities of classic RPG Maker titles while aiming to deliver a sprawling, content-rich adventure. Rather than chasing modern trends or cinematic presentation, it focuses on building a dense world filled with exploration, layered storytelling, and gradual character progression. From the outset, it positions itself as a long-form journey, one that rewards patience and curiosity more than quick bursts of action or streamlined mechanics. The narrative is built around a mysterious artifact—the titular book—which acts as the catalyst for a series of strange and escalating events. What begins as a localized disturbance quickly expands into a broader tale involving multiple characters, shifting perspectives, and an unfolding conflict that stretches across different regions. The storytelling leans into traditional fantasy themes, but it maintains interest through its pacing and the way it reveals information over time. Instead of relying on a single protagonist’s viewpoint, the game introduces a rotating cast, allowing players to experience the story from different angles. This approach adds variety and helps the world feel more interconnected, even if the writing occasionally falls back on familiar genre conventions. A major strength of the game lies in its sheer scale. With dozens of hours of content, numerous playable characters, and a wide array of locations to explore, it offers a sense of depth that is uncommon for smaller indie RPGs. Each character brings their own abilities and role within the party, encouraging players to experiment with different combinations and strategies. The progression system supports this by allowing skills to be learned and customized, giving a degree of flexibility in how each character evolves over time. While the mechanics themselves are not particularly groundbreaking, the variety they offer helps sustain engagement across the game’s lengthy runtime. Exploration plays a central role in shaping the experience. The world is filled with hidden areas, optional encounters, and secrets that reward careful observation. Players who take the time to investigate their surroundings will often uncover additional content, whether in the form of useful items or small narrative details that enrich the overall setting. This emphasis on discovery adds a satisfying layer of depth, though it can also slow the pacing, especially in larger or more complex areas where navigation becomes less straightforward. Backtracking is sometimes necessary, which may test the patience of players who prefer a more direct progression. Combat follows a traditional turn-based system that will feel immediately familiar to fans of classic RPGs. Battles are straightforward and easy to understand, focusing on managing resources, exploiting enemy weaknesses, and maintaining party balance. While the system functions well within the game’s framework, it can become repetitive over extended play sessions due to a lack of significant variation in encounter design. The introduction of unique mechanics, such as systems that influence enemy behavior based on player strength, adds a small but welcome twist, helping to break up the monotony without fundamentally altering the formula. Visually, the game reflects its roots in RPG Maker design, featuring simple 2D environments and character sprites that prioritize clarity over detail. While it lacks the visual sophistication of more modern titles, it maintains a consistent aesthetic that supports its gameplay and narrative. The soundtrack complements this presentation by providing fitting background music for different areas and story moments, contributing to the overall atmosphere even if it does not leave a particularly strong impression. Despite its many strengths, The Book of Shadows is not without its drawbacks. Its reliance on traditional systems means that it rarely surprises from a mechanical standpoint, and players seeking innovation may find it overly familiar. The pacing can be uneven, particularly during sections that require extended exploration or repeated combat encounters. Additionally, managing a large cast of characters can occasionally feel cumbersome, especially when navigating menus or optimizing equipment and skills. In the end, The Book of Shadows succeeds by committing fully to what it aims to be: a large, content-driven RPG that prioritizes depth and longevity over flash and modern refinement. It captures the essence of classic role-playing games, offering a journey that feels substantial and rewarding for those willing to invest the time. While it does not redefine the genre, it delivers a satisfying experience that stands as a testament to the enduring appeal of traditional RPG design. Rating: 8/10
I have yet to finish this game but it leaves a positive first impression. There's an interesting idea here about a fantasy world coming into conflict with our Earth. The combat is a standard turn based JRPG system, but from what I can tell from a quick glance at the guide, there is a fair bit going on in the combat system, plus a friend of mine has given the game a lot of positive feedback. I will update this review with more details later when I have played more.
Really like this game, it's a very fun rpg with a good bit of depth, not too much that people who would want a simpler experience would be put out, but just enough to be entertaining, it does have one issue which is that if you stop playing for a bit the quest log isn't very clear of where things are and what you need to do so you could be lost easily, knowing there's a (paid) strategy guide you could probably have a better experience with access to it.
Régen játszottam már RPGMakeres játékokkal,ezzel se akarózott sokáig, de ez eógya nagyon jól megcsinált, jó érzés volt vele játaszni nem bántam meg. Mindenképpen egy jó RPGmakeres játék.
Greeat RPG Maker type jprg. Plenty of new art, pretty ok music, great story line moreso good balance of story, griding, and new city to see. Good effort in script and play you can't see in steam overview.
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