
Use various cards to solve randomly generated murder cases in this roguelite deduction adventure game. The culprit always lies, and the innocent always tell the truth. Make too many mistakes, and it's back to square one. Put your wits to the test and solve as many cases as you can!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
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Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
"The Detective Reaper Invites" is a puzzle roguelike that challenges players to solve randomly generated murder cases. As a detective reaper, your task is to gather testimonies from suspects, deduce the culprit, and execute them. The game is a unique blend of strategy and resource management. Cards can be used to acquire vital testimonies, but they come at a cost, so maintaining your finances is important. Money can be earned by successfully solving cases, and you can spend your earnings on items and cards at the shop, but beware of cursed items and detrimental cards. The board game layout adds a layer of depth to the gameplay. Players must navigate through various tiles, such as Crime Scenes, Shops, Treasures, and Random Events, to progress. With three levels of difficulty – Normal, Difficult, and Arduous – the game will test your deduction skills to the limit. Overall, this deduction game is ideal for players who enjoy logical puzzles and resource management. It draws inspiration from "Mimic Logic", that's available for less than half the price. However, I hesitate to recommend this game in its current state, due to the barely legible font. It's a puzzle in itself to read the faint squiggly text. In particular, the letter 'Z' is almost identical to the letter 'X', which can lead you to identify the wrong culprit. A big drawback is the absence of mouse support, limiting players to use either a keyboard or a game controller, which feels unusual for a puzzle game. Another concern is the balance of solving the cases. Early levels can be guessed without the use of any cards and later puzzles lack the necessary clues or have suspects who refuse to provide any information. This combination forces the player to guess who the culprit is, potentially risking a significant loss to their health. Finally, the game would benefit from an option to disable the time limit, as it's unclear why players are being rushed through puzzles in a genre that usually encourages thoughtful consideration. Addressing these issues would significantly improve the game's playability and make it easier to recommend. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
《侦探死神向你招手》是一款独特的卡牌构筑加策略玩法的游戏。游戏中玩家扮演一名新官上任的死神,而死神的任务并非只是完成派遣的工作。玩家需要调查各个不同的杀人事件,并通过线索和分析得出杀人凶手究竟是谁?完成杀人凶手的收割便完成了死神的任务。游戏的主要内容还是策略解谜,通过有限的线索和逻辑分析来获得最终的结果。卡牌的玩法则是帮助玩家进行分析,合理的卡牌组合可以让玩家花费更少的资源完成一个庞大的谜题。 [h1]我一个死神竟然还要当侦探?[/h1] 死神这个身份,往往代表着决定他人的生命,负责将那些阳寿已尽的敌人进行收割。而本作则赋予死神一个全新的职责,甚至是一个看上去有些神圣的职责。那就是讲杀人凶手收割,如果玩家在判断过程中错误的判断好人则会损失自己的体力,体力过低可能会让这个新晋死神丢掉工作。游戏在开场便奠定了这个死神的基本工作职责以及不允许错误的判断滥杀好人的基调。只是没想到我这个决定他人生死的死神竟然还要通过解谜去判断谁是恶人,只能怪这个世界太卷了。 [h1]解谜寻找凶手的核心玩法[/h1] 本作虽然看起来描述的花里胡哨,但是其本质不过就是通过线索文字判断出谁是真正的凶手,是一个完全的解谜游戏。在不同的关卡事件中,玩家会遇到各种各样的杀人事件,不过游戏会提示出这个事件中凶手的人数,以方便与玩家进行判断。在每个杀人事件中,会给事件发生的地区分布,各个时间点人们的位置,发现尸体的地点,以及每个人的基本问询内容。游戏的设定是凶手说的话一定是假的,平民的话一定是真的。玩家就需要根据这一铁则进行分析各个人物给出的对话判断出凶手到底是谁。举一个非常简单的例子,三名嫌疑人有一名凶手的情况下,A和C相互指责,则证明AC之间必有一个人说谎,他就是真凶,而B说A是凶手,因为B是平民已经确定,那么一定是真话,则判断出A才是真凶。游戏的核心解谜就是如此,只是玩家在游玩过程中,你体会变得越来越复杂,越来越困难,甚至会加入一些时间点与地点的判断。不过有的时候这些也会帮助玩家更快的破案。例如我曾经遇到一个非常有趣的案子,一名嫌疑人说他在01时在卧室,而通过查看地图地点01时卧室里并没有人,直接就可以判断出这里嫌疑人是真凶,因为真兄说的话一定是假的。 [h1]卡牌构筑的玩法帮助玩家解谜[/h1] 游戏结合了一套肉鸽卡牌玩法,其中肉鸽玩法是一套类似爬塔式的玩法,玩家需要在后面的格子中选择如何前进,基本上就是对资源的管理。因为游戏中玩家使用卡牌是需要花费金币的,而一些物品和卡牌的买卖交易也是通过金币实现,金币是游戏中非常重要的一项资源。玩家可以通过破案以及在商店中获取诅咒物品变卖卡牌等方式获得金币资源。在一个案件结束后,玩家可以通过3选1的方式获得一张卡牌,用在后面的案件中。 游戏的卡牌就是通过打出卡牌来获得某些人物或者某些地点某个时间的线索信息,使用卡牌需要消耗金币资源,而合理的使用卡牌是破案的关键。如果卡牌使用的不合理,也只会得到垃圾信息,并不会对方案有什么帮助。卡牌包含了直接问询以及获取各个不同时间地点人物的现象,越详细越精密的线索需要花费的金币就越多。需要获取什么样的信息,完全依靠玩家自主选择,主要也是视案件的情况进行分析,有的案件可能知道了某个地点的人物便可以直接破案,有的案件可能获取地点信息之后并不会有什么影响,而有的卡牌子可以直接获取凶手的信息进行直接判断。总之本座游戏的卡牌构筑玩法相当于一个锦上添花的玩法,降低了玩家的难度。打开案件的突破口等。 此外,游戏中如果玩家判断错误,会损失体力,一次两次的错误可能并不致命,但是错的多了会非常的致命。玩家可能会在一些紧急情况下通过变卖自己的体力来获取金币的资源,所以说玩家并非高枕无忧的对待自己的体力。好在游戏中也会有一些卡牌可以恢复玩家的体力,玩家需要合理的管理自己的这些资源,方便自己的死神走得更远。 [code] 点击关注[url=https://store.steampowered.com/curator/26214428] 電玩狂熱愛好者 [/url] ,以获取更多游戏评测、资讯、攻略 [/code]
Having heard about this game when it was first announced I was interested in checking it out as soon as it was released. Unfortunately the final product was nothing like the expectation I had in the lead up to release day. Cases can go from immediately solvable due in part to the opening statements (X: D is the culprit, D: X is the culprit, Y: D and myself are not the culprits) to a coinflip because of pointless testimonies causing you to waste cards thinking you can get helpful information out of some uncooperative suspects. The penalty system for executing the wrong person is also weirdly unbalanced, as you can have a max HP value of 80 but a wrong answer does 75 damage. You can find or buy cards that raise your max HP and reduce penalty damage but it's all still random. The cards you can pick up during a run either after successfully solving a case or purchasing in the shop don't offer much variety (you can have a choice between a 5-cost card that gets a testimony out of a suspect or a 3-cost card that does the same thing, or even another 5-cost card that has the same effect but with different artwork and name). At first you would think there would be plenty of cards that offer a wide range of useful effects based on the number of encyclopedia entries but they are mostly duplicates and some entries reserved for cards that impose a negative effect. The UI during cases is also rough. Gathered testimonies would end up covering portions of the map that make it difficult to reference when making your deductions and in cases with a fifth suspect their portrait outright covers a chunk of the map. Narrower rooms that get generated in the middle of a map also make it hard to tell what room a suspect was in as their map marker overlaps the room borders and makes it seem like they were in an adjacent room. Overall The Detective Reaper Invites has an interesting premise but fails to deliver in some key areas that make it hard to come back to for repeat playthroughs.
I was going to give this game a good review with happy smiles and good tips, but I'm mixed, now. The game does not understand what constitutes a "lie" when it comes to locations, specifically when time is not a factor (only 01). I've seen multiple culprits *honestly admit* their location in their opening message. I have to completely disregard location. Play Gnosia if you want an interesting puzzler type game like this but with more elements of social deduction and argumentation. If you still want to give this game a shot, here's how to break it: Max out on Culprit cards, SKIP everything else. The AI does not consider what has been said previously. If there is 1 killer, and they accuse 2 people? Murderer. If there is 1 innocent, and they say 2 people are innocent? Murderers. The AI is incapable of throwing its ally under the bus. This applies to ANY uneven group, but it is harder to pull off. Remember: if someone says someone else is innocent, they are always on a team with that person. If someone says someone is guilty, they are always the opposite alignment. The strategy is incredibly simple: Determine teams as fast as possible. When you're forced to kill someone, if you don't feel confident, kill the decisive testimony for grouping people up. If the result is unexpected, invert your qssumptions. Once you determine the group that told you the truth, if you've grouped everyone up effectively, you win. Remember that location, eyewitness, and all that other ♥♥♥♥ are next to useless unless the outcome is impossible. "I was with E", Z? But literally none of you were together. Murderer, spotted. The only other useful eyewitness pairing was "I was with (other person)" with both corroborating each other. The only time location/eyewitness work is when another person corroborates. You want to seek contradictions. Locations and eyewitness statements have way more variables than culprit choices. Make everyone declare culprits and see where it leads you.
Decent idea, pretty bad execution. UI feels clunky, "map" is too small and different room names overlap. Some testimonies are pointless and don't make sense. I'm guessing it might improve in the future, but I'm not really willing to wait. Sorry, refunded.
I already played an hour worth of this game and genuinely, I'm conflicted by what I really feel about this game, but then I see the price tag and in all honesty? It's a really neat execution. The idea is simple, using simple deduction, using cards in your deck, you need to be able to sort out whodunnit in quick mysteries via testimonies, time, and location. At first, and in some cases, it's very obvious as killers lie and innocents are truthful, matching statements making it easier to detect, but then when you have 4-5 people and 2-3 killers, suddenly you have a bit more of a troublesome situation making you needing to pay close attention while on a time limit. For $10, if you want a solid roguelike to experience? Pick this up. Slay the Spire is one of my all time fave games and, admittedly, Balatro didn't click with me (but I'm still playing it since it's still fun in the end) but this is cheap and pretty solid. I'm very curious about Natalie's story as there's an underlying story to it all too. So while it's not expansive (at this time), there's plenty of complexity to be had that makes this easy to get sucked into.
ローグライクカードゲーとしては改善するべき点が多すぎます。 ・被ダメが即死級。調整されたらしいがまだ即死圏内。 ・被ダメ軽減手段は豊富ではあるものの、有用な手段が極めて少ない。 ・カードの使用回数に制限がつく上に制限枚数が重い。大体2枚しか使わせてもらえない。 ・初期デッキの削除ができないため質の良いデッキが作れない。 ・ドローカードでデッキ掘って使いたいカード狙うのが非常に難しい。 ・難問(エリート)を解いてもほんの少しだけお金が多くもらえるだけ。強アイテムや強カードください。 ・アイテム(レリック)の宝箱マスはデメリットアイテム率がかなり高く設定されていてスルー安定。体感50%以上。何のための宝箱なのか。 ステージが進むほど問題は厄介になるのに、 初期カードと付き合わされる、カードの使用回数に制限ある、再ドローできない、 誤答するとほぼ即死、エリート倒す価値無し、アイテム効果しょぼいと、明るい要素が何一つ存在しません。 ちなみに初期デッキは4枚でそのうち1枚は使いきりの強カード。 残る3枚の貧弱カードのせいで困る展開が結構多いです。たった3枚と侮ることなかれ。 『場所と時間の要素』の入った論理パズルは初めて遊びましたが面白いです。 もう無理かもと思ったけど、なんだかんだ回数こなせば上達するんだなぁと遊んでて実感。 どの情報をカード使ってひっこ抜くのが良いのかとか少しだけ分かった気がします。 パズルの面白さを前面に押し出すようローグライク要素の大幅な変更してほしいと切に願います。 [strike]ただストーリー見る限り意図的にストレスフルなゲーム設計した節があるんだよなぁ…[/strike] とりあえずカードの削除と10コイン払って再ドローなり追加ドローできるコマンドが欲しいと思いました。
何人かの容疑者の中から証言を元に嘘を吐いている犯人を見つけ出し処刑していく論理パズルに、追加の情報や回復などの効果を得られるカードゲーム要素をプラスしたタイトル。 最初は理不尽気味だった探偵一人目は難易度の緩和でかなり遊びやすくなりました。 足りない情報をカードで補い、最悪ノーペナ処刑で切り抜ける正攻法。あるいは回復や軽減、体力上限アップなどで強引に処刑していく脳筋スタイル。どちらも楽しい。 導入としてはかなり触りやすいです。雑談も心なしか頻度下がった感じでこっち方面で掘り下げていくならおすすめできたレベル。 問題の探偵二人目。手数制限が付いたうえに体力上限が低い上級者向けモード。 ダメージ緩和で序盤の即死は起きなくなったとはいえ、何も言ってない、雑談、「私は犯人じゃない」(犯人でもそうじゃなくてもそう言うので何も意味がない)といった無意味情報は変わらず。 容疑者4人・犯人2人になる頃には即死域に突入するので、犯人証言だけだと2/2に分かれて博打になるのも変わらず。 場所など他の情報で絞りこめる可能性はあるけど結局運次第なのでノーペナ処刑を祈ることに。 開始時手札入れ替え可能で手数制限がちょっとはマシになったけど本当に気休め。 死にゲーとして作るのならそれでもいいんですけど、死にゲーとは実力と知識で攻略するものであり、なんの情報もない中で運に任せて博打をするものではなくないですか? あと死にゲーで何度もやり直すことを前提にしているなら1ステージクリアする度に何度もメッセージ出すところとか手を加えて欲しいです。リトライのやりやすさやテンポの良さも死にゲーの大事な点なので。
I hate being negative on a small indie game, this has clear passion behind it and a very good idea under its belt, but this is a very flawed game on a fundamental level. Even if all the weird jank and bugs was fixed in its entirety, the foundation this game builds upon isn't engaging for a roguelike, this isn't the kind of game you want to replay and see how things change between runs, the only big difference between runs is how much you get screwed over by random chance, sometimes you get a case where 2 people say "X is the killer" and it's a sweep, other times you get no testimony at all and when you ask questions, they give you "I can't believe this" or "I'm Thirsty". This is where the cards are supposed to come into play, but there will be times when you try to use them optimally and because the witnesses just choose to not be helpful, you get stuck with barely any more info than before. This wouldn't be too bad if you could more easily opt out of runs and start again, but there's no reset mid run aside from dying or closing the game, so if your up a creek without a paddle, you just have to wait until you die or reopen the game, it makes a already slow experience feel slower. The concept here is really brilliant, a deckbuilder rougelike murder mystery is a idea that can be so fun, but this execution does not do the idea justice, If it gets more fixes and updates later, I hope it does go about fixing some of the issues the game has, but the issues are so deep rooted in its very foundation that I just can't imagine that happening.
時間や場所などの要素含めて推理パズルとしては面白い 問題はかなりの確率で出る情報料0の証言でほぼ確定で運ゲーが発生すること 推理パズルなら失敗即死でも仕方ないけど運ゲーで死ぬのは別ジャンル ローグライトとしても初期デッキ削除できないのが原因で死ぬこともあるし あと駒が部屋の壁にめりこんでどっちの部屋かわかりにくいこともある 要素要素は面白いので今後のアプデできっちり調整されればオススメできるかもしれない
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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