
This is a maze exploration game that combines Bomberman and Roguelike elements. Players will be accompanied by a tank, pass through various obstacles in the Dark Tower, experience soul-like battles, and try to bring the Dark Tower back to light!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
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太复杂了,而且太随机!好家伙一条命能活到哪里全都看运气
[h1] 游戏简评[/h1] 《黑暗塔 The Dark Tower》是一款俯视角的3d肉鸽炸弹人游戏,一款学生毕业设计作品,将肉鸽玩法与炸弹人结合算是一个有趣的创新,但体验下来并不好玩,爽点不太明确,因为本作怪物是无限刷新的,玩家的目标不是消灭怪物变强,而是在迷宫中找到下一层门的位置。 但由于地图靠近才会显示需要一步一步慢慢走,并且不可摧毁的障碍物+陷阱数量太多,整体就是找路+迷路。我遇到最红温的一次,四个方向的传送门的直线路径都被障碍物隔离开来,最后被视角问题导致的,没看到的旋锯陷阱剐死了。虽然作者可能很想制作一款特效绚丽+具有难度的游戏,但整体内容、视角均不能很好的将游戏性传递给玩家, [h1] 游戏背景[/h1] 魔塔救公主的传统故事,但由于我没玩到很高的层数,不清楚会否有故事的反转。 [h1] 游戏流程[/h1] 游戏的流程基本是击杀敌人获取金币,在迷宫中找到前往下一层的门,然后消耗金币往下。 其中,肉鸽增益的获取并不取决于消灭的敌人数量,而是通往下一层是获得。 游戏的强化有的是强化炸弹,例如爆炸范围+1,爆炸不会伤到自己,有的则是获取丰富的主动技能,例如火球术、闪避。 玩家包括两种攻击方式,炸弹与幽灵手枪,两种武器对应两种颜色的敌人,炸弹能够攻击红色的敌人,幽灵手枪则会自动攻击附近的白色敌人,由于幽灵手枪是自动攻击,实际玩法就是躲避敌人+放炸弹。 [h1] 优点[/h1] 游戏的最大优点是作者更新积极,虽然是学生毕业作品,但并没有上传完毕就如同弃婴一般放置不管。我是游戏下载下来没第一时间玩,而是玩了几天黄油去了,然后作者频繁的更新,仿佛催促我来玩一般,于是果断体验了一下。 [h1]总结[/h1] 《黑暗塔 The Dark Tower》是一款俯视角的3d肉鸽炸弹人游戏,一款学生毕业设计作品,游戏背景是传统的勇者闯魔塔、救公主,玩家需要在不断变化的魔塔中,一次次寻找通往下一层的大门,并用击杀怪物获得的金币打开它。本作的美术及特效还算绚丽,将肉鸽玩法与炸弹人结合也是一个有趣的创新,但试了一下,感觉并不好玩,爽点可能不太明确,好像更多侧重于迷宫找门,没带来什么爽快的肉鸽体验。 [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]
作品值得鼓励
Meh
5 star
Interesting little Bomberman clone with rogue-like elements.... The game uses a familiar game engine which lends to its generic, asset-flippy feel in nature but there's something more here. I would play this game more if it was not for the third stage that makes cloud effects hang over the level, heavily implemented so you cant see where you have to walk. Not that good when you're trapped in a small box with dramatically turning and shifting enemies and obstacles. In typical rogue-like fashion you get a choice of three cards of abilities to improve your character to improve your run after each level. The character is transported to a randomly generated stage and has to find the exit, navigating via vehicle and occasionally getting out of said vehicle to battle enemies. Even if fixed now I'm not sure if I'm gonna go back and say its overall a dramatically better game, but I would like to preserve and cherish the good impressions and give a little appreciation for an under-appreciated title.
The Dark Tower is an independent roguelike action game developed and published by Qiao Yuancheng that combines procedural progression, dungeon exploration, and fast-paced combat into a challenge-driven experience built around persistence and adaptation. Instead of focusing on story-heavy presentation or cinematic moments, the game places nearly all of its attention on gameplay systems designed to reward learning and experimentation. Every attempt inside its dangerous tower becomes part of a larger process of improvement, creating a structure where failure is expected and progress comes through mastery. The central concept revolves around surviving and navigating a mysterious tower filled with traps, enemies, and unpredictable obstacles. The environment itself acts as the game’s primary challenge. Advancement depends less on numerical progression and more on understanding how the tower operates. Enemy placement, environmental hazards, and procedural elements ensure that players cannot rely entirely on memorization. Each run presents situations that require adaptation, reinforcing the roguelike design philosophy that defines much of the experience. One of the game’s more interesting ideas comes through how combat functions. Rather than emphasizing drawn-out encounters or extensive statistics, The Dark Tower focuses heavily on timing and precision. Combat rewards quick reactions and positioning awareness, creating encounters that often feel immediate and demanding. Enemy threats require attention because mistakes carry consequences, especially when progressing deeper into increasingly dangerous sections of the tower. The faster combat pacing helps separate it from slower dungeon crawlers that depend more heavily on grinding or traditional role-playing progression. Success depends primarily on player skill rather than purely collecting stronger equipment or raising character numbers. The structure creates a stronger sense of personal growth because improvement comes directly from learning enemy behavior and refining movement rather than relying entirely on progression systems. An additional gameplay layer comes from companion support systems that help diversify how players approach dangerous areas. Rather than navigating the tower entirely alone, players gain assistance that influences survival and progression. Combined with enemy encounters and environmental hazards, these mechanics help create greater gameplay variety while supporting the larger focus on adaptation and resourcefulness. Exploration plays an equally important role throughout progression. Maze-like layouts and dangerous environmental design encourage players to approach movement carefully rather than rushing recklessly toward objectives. The tower itself feels hostile and unpredictable, reinforcing tension across repeated attempts. Learning layouts and understanding environmental threats gradually becomes just as important as mastering combat systems. Procedural generation also strengthens long-term replayability. Repetition naturally becomes part of the roguelike experience, but randomized elements help prevent repeated attempts from becoming completely predictable. This unpredictability helps maintain tension and creates satisfying moments where experience gained from previous failures directly improves future performance. Visually, The Dark Tower remains relatively modest while supporting gameplay effectively. Independent development limitations remain visible throughout presentation, but the artistic direction prioritizes readability and atmosphere over technical complexity. The darker visual tone complements the dangerous nature of the tower itself, helping establish a consistent identity without distracting from gameplay systems. The atmosphere benefits from simplicity as well. Rather than overwhelming players with visual effects or excessive detail, the game keeps attention centered on survival and progression. The result feels focused rather than limited. The presentation aligns naturally with the game’s philosophy of prioritizing challenge and mechanical improvement over spectacle. Pacing remains one of the stronger aspects of the experience. Roguelike games depend heavily on maintaining momentum between failure and improvement, and The Dark Tower handles that progression loop effectively. Every unsuccessful attempt still contributes knowledge that becomes valuable later. Players slowly develop stronger understanding of enemy behavior, environmental danger, and movement strategy. That gradual learning process creates satisfying long-term progression. However, the game’s strengths may also create limitations depending on player preference. The Dark Tower commits fully to difficult progression and repeated experimentation. Players who prefer heavily guided experiences or narrative-focused gameplay may find the structure less engaging. Roguelike repetition remains central to the experience, and enjoyment depends heavily on whether players appreciate learning through repeated attempts. The smaller independent scope also becomes noticeable across overall content variety. Players expecting expansive systems or large-scale progression mechanics may occasionally encounter simplicity that feels limiting over extended play sessions. The game focuses tightly on challenge and survival rather than broader ambition. What ultimately helps The Dark Tower succeed is commitment to its identity. Qiao Yuancheng clearly designed the experience around persistence, mastery, and mechanical growth rather than accessibility or cinematic presentation. It understands its audience and builds every major system around rewarding improvement. For players who enjoy procedural dungeon crawlers and skill-driven progression systems, The Dark Tower offers a rewarding challenge built around experimentation and perseverance. It may not reinvent roguelike fundamentals, but it delivers a focused experience that captures the satisfaction of overcoming difficulty through patience and mastery. Rating: 7/10
0分
支持一波,希望难度可以调整的简单一点,怪物太多了
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