
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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Languages: English, Japanese, Simplified Chinese, Traditional Chinese
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Hours played at review time, across 45 reviews with recorded playtime.
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Reviews
由於是亂數生成的線索,常常會有情報不足推出唯一解的情況, 需要卡牌追問,然而出牌仍然大機率獲得沒用的資訊 例如: (好人)A:我不是兇手(實話) (壞人)B:我不是兇手(謊話) (好人)C:我不是兇手(實話) 玩家:?????? 玩家花費2金幣對好人A使用"詢問" 好人A:口有點渴了呢 玩家:?????? 另外遊戲有設計時間、地點當線索, 然而因為常態廢資訊,這個系統也得不到發揮, 反而增加廢資訊的可能 例如: 屍體02分在臥房被發現 (好人)(一直在浴室)A:我01分不在臥房(實話) (壞人)(從客廳走到臥房)B:我02分不在臥房(謊話) (好人)(一直在客廳)C:我不是兇手(實話) 以上資訊,其實蓋掉括號內的情報,要從誰開始盤問根本就是運氣遊戲, 很多時候繼續盤問只會得到"我不是兇手", 這個不論是從好人或壞人口中說出,都是廢情報, 地點、時間、實話謊話的分歧太多,導致有限的證言內刷不出唯一解, 我個人覺得每次推理應該要先有定額的金幣推展線索, 不然骰太多廢資訊然後花錢還是洗廢資訊真的不怎麼好玩 因為得到情報常常不足以構成推理 廢情報、情報上限的設定必須改掉,不然這款遊戲沒得玩
ゲーム内容 発想はすごくいいのですが、かなり運ゲーです。 ストーリーはとってつけた感じ、中学生が書いてそうなやつ。 細かいところで完成度が低く感じます。 機能面 ゲーム本編は直感的に操作ができ快適でしたが、メニューの操作がマウスだとなんかよくわかんないことになっています。おま環なのかな… 一度だけ、突然ボタンが表示されなくなり進行不可になるバグに遭遇しました。 感想 個人的には、運ゲータイプのローグライクも好きなのでそこそこ楽しめました。 が、論理パズルを求めている方で運ゲー好きな方はそこまでいないのではと思います。 運ゲーを楽しめる方かつ、セールで買う場合のみお勧めします。 操作面では落ちますが、ミミックロジックの方が完成度高いし遊びやすいです。安いし。
最初のナタリー編までならオススメできたんですけどね その後はもう推理ではないです カードの枚数制限までつくので ひたすらダメージを耐えれたり受けない形で首を狩っていくのが最適解になります もちろんたまに論理で解ける時もありますけど それはラッキーってだけで 原則は カードで首カット 運よく良いカードをデッキに溜めれれば 最後まで走れます
Mostly a bad game, but fixable, as it is not intentionally bad, and it already has the groundwork to being great. The random setups are either too easy or a random guessing game, and the punishment for randomly guessing wrong is too hard. All suspects will only give 3 replies, a VERY dumb limit, as they may even be a nonsensical space waster declaration, that is just adds to bad randomness. At random times you have to guess, and this is usually an instant-lose-scenario. The economy is WAY too hard+expensive+random, too often getting you into the random insta-kill scenario. how to fix this: - never have anyone make no statement from the start. that is a random resource waster. - never have anyone say "i am innocent", as this is a space waster. - never have anyone say anything, that NEVER helps the case. (shocked, weather) - - alternative solution to the above, anyone who ever declares a space waster can be executed without penalty but then will no longer declare anything. . . . maybe the fail-state itself is just silly. why is there no "bad/greedy cop" ending being played straight for what it is, this simply needs a secondary "currency" that is more or less a "rating system with no failure or different fail states". - all declarations must be a logical-AND statement, we already have this, but too rarely, as "A and B are innocent" an AND statement makes the game harder while it also significantly more likely exposes a liar, and once exposed because all sides of the statements are a lie, this usually exposes 2 culprits at once. - more cards and cheaper cards. - compared to similar deduction games, mostly mimic-chest-themed, you have the advantage of a timeline, but fail to utilize it properly (game economy is too constrained for no good reason) The aftermath of a murder is ignored for no good reason, different weapons leave different traces, to be hidden/disposed only by murderers. Add more token that potentially aid in exposing a liar, while they may also be a red-herring, played by a culprit. Culprits have professions and outfits, that match their profession, but the murderer always lies who has what costume AND profession. Some rooms have a security camera, that never lies, unless the murderer has a profession that can disable it. Differences between murder weapons matter, some can be concealed easily, some make more noise, they all leave different traces on use and murderers make attempts at hiding traces/weapons after the murder. A murderer will always use the murder weapon that matches its true profession, and not all murder weapons exist in all rooms, but may be transported between rooms. "I was in the kitchen AND B is the Cook with a knife" "I was not in the room when the security camera got destroyed AND A is a hunter" A murderer may have to dispose of the murder weapon and remove traces of the murder, and that may add hints to who is lying.
[h1]《侦探死神向你招手》:创新并不一定都是好事[/h1] 《侦探死神向你招手》是一款由SHIZU KANO UMI开发、PLAYISM发行的糅合了侦探推理和肉鸽爬塔元素的侦探冒险游戏。聊到对于PLAYISM这家发行的印象,一直会感慨它们那些奇奇怪怪的“点子游戏”,而这部作品同样如此。咋一看你会觉得听上去很新鲜,不过游玩了一番过后——WTF? 游戏的玩法很简单,可以分为爬塔和推理两部分。在游戏流程上本作采用了类似《杀戮尖塔》的肉鸽爬塔框架,玩家在一个横版棋盘内选择推理事件、宝箱和商店等选项,击败最终的推理谜题后获得游戏胜利。只不过作品内没有打怪,而是由一个个推理事件替代——说是在推理,其实只是在做真假话逻辑题。对于饱受考公训练的俺来说,这类真假话逻辑题基本都是秒杀了。 但是这些逻辑提肯定没有看上去那么简单,因为制作组会给你设置各种各样的障碍。最直接的手段便是在陈述上做限制,让你无法通过系统最初给出的对话判定答案,因此需要通过游戏的「卡牌」作为辅助手段来获得更多证词,而游戏也配套设置了凶案的地点、时间等要素(虽然实际体验来看并没有任何影响)为玩家提供更多信息,以更快更准地找出真凶。至于找到真凶之后自然是对其进行处刑了,如果处刑失败,抱歉,你会扣除一点血量作为代价。 那么接下来重点来了,血量是本作最为重要的资源之一,基本上如果不回复的话你只有两次推理错误的机会、然后就直接Game over开启下一把了。其次游戏提供了关键资源「金币」,[b]无论是局外的道具和卡牌购买或者是局内的卡牌打出都需要花费金币,[/b]而这也是我认为本作最艹蛋的地方:到底是哪个天才设计师会把局内跟局外资源用同一种物品进行管理的?在本作的游戏途中你对金币的管理必须精打细算,否则会出现兴冲冲地购买道具和卡牌最后却尴尬地发现没有办法在游戏内打出——因为在局内金币被视作是打出卡牌的「费用」,在后期的困难推理事件中,由于第一轮信息肯定不会给全,假如没有金币打出卡牌添加更多证词的话,那你就只能用血量来进行试错了,而前面我们也说过,血量基本只有两次机会,这无异于宣判死刑。 简单来说,这部作品确实在概念上听上去有那么点意思,把「推理」和「肉鸽」两种要素结合起来。但实际体验来讲,我没有Get到这种结合的必要,尤其本作跟「侦探推理」并不搭边,实际上只是真假话逻辑题而已。总之,尝鲜可以,至于体验嘛,商店的好评率各位自己看吧。 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url=https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力 [/quote]
コンセプトはよかったがそれだけだったみたいですね
A really great repayable murder mystery rogue-lite where you solve murder after murder with really nice graphics and feel, it is clear a lot of care went into the game. The core murder mystery puzzles are like liar puzzles (similar to mimic logic) where the culprits lie & the innocent tell the truth and you must deduce the murderer from this. Each mystery has a very cool little map showing where people were at different times (although it doesn't tell you who is who). This map is great and unique, it is very cool to see the murder play out in motion, sometimes with the murderers lying in wait and victim entering the room, or sometimes following them in in a later part of the sequence. The map is an integral part of the game which sets it apart, with layers people being in different locations at different times adding a lot of things for the characters to talk and lie about, and it causes some very great difficult logic puzzle with very satisfying solutions. You can only get a few statements out of each character and you also have finite cards to ask questions with which really makes you think about which type of question to ask people. Should you ask F about the location they were in or who else they saw there? Playing these question cards also costs currency which pushes you to solve mysteries with as few questions as possible. The roguelite part of the game plays out like slay the spire with as you cross a grid of mystery puzzles and random events and shops where you can buy new cards and modifiers which impact health and currency. At the end each level, there is a tougher mystery like a miniboss. A full successful run can take about an hour, but the game is infinitely repayable with different mysteries every time. When you beat the game the first time [spoiler] you get to play as a 2nd detective character who limits the number of cards you play before you accuse someone, this really makes the decision making about which questions to ask much more important. [/spoiler] Presentation is very nice and stylised, and gives a great feel to the game. The negatives of the game are minor for me and may be ironed out in time; The UI of witness statements can sometimes cover the map showing where people were during the crime. The Z in the english translation has a cross through it making it look like an X which makes it hard to read the first time. There are some 50/50 situations, particularly with [spoiler] the 2nd detective where you can sometimes only play 2 cards. The final puzzle of that run was a 50/50 "he said she said" situation which I lost & felt unsatisfying to lose an hour long run to chance. [/spoiler] But overall, this game is a massive gem for me, some of the puzzles become very complex in a great way and are incredibly satisfying to solve and really scratch that murder mystery itch. So many murder mystery games are a one and done experience but I see myself playing this again and again.
コンセプトはよい、それ以外はダメ
結局題材の論理パズル自体が面白いし、強いデッキが組めたときは楽しい。 [spoiler] 最強札2枚(いつのまにか増えた?)が使い捨て、手札使い切らないと追加ドローできない、デッキからカード削除不可、これらの要素から手札を捨ててドローできるカード、特に永続的に使用できる「手札捨て+回復」が非常に便利に使える。つまり、回復リソースが確保できるようになるのでここに「最大体力UP」「ペナルティ軽減」「その他回復手段」を積むと、各バトルで1ミスが許容され、ラストの即死以外を強引に突破できるようになる。[/spoiler] 最終的には運ゲーだけど!
[h1]玩之前:肉鸽加推理?听起来很厉害耶。 玩之后:推理居然指的是逻辑推理,好像…也还不错耶。[/h1] [h1][quote=] [table] [tr] [th] 欢迎关注 [url=https://store.steampowered.com/curator/7421824]双鱼星✪ω✪皇家飛机场[/url][/th] [/tr] [tr] [th] 也欢迎━(*`∀´*)ノ亻!各路大佬加群啦,群号在组页面 [/th] [/tr] [/table] [/quote][/h1] 若是说到侦探和推理,我首先能够想到的便是推理小说中根据各种细微的线索与看似毫无关联的证据通过亿点点假设与想象判断出真凶的侦探。所以第一次看到本作时,我确实非常好奇推理到底是怎么和随机生成搭上边的。[strike] (所以啥时候能有人做个肉鸽密室逃脱游戏啊?) [/strike] 最后细看了眼详情页的截图才发现,本作的推理指的居然是每一个学过奥数的小孩都从小玩到大(当然行测也可能会考)的真话岛假话岛式的逻辑推理题,就…也还行吧,毕竟谁又能说逻辑推理不算推理的一种呢。而且,这玩意我是真有点在行( 游戏共有两条故事线(打完一条线后回到主菜单界面背景图片会发生变化),剧情均为进入新章节时解锁,其中,娜塔莎章节算是剧情的表线,而七濑章节算是剧情的里线[spoiler](结尾还设置了一点点非常好猜的meta要素) [/spoiler],不过因为都不算复杂,也没什么新意,所以倒也不必过分追求看全,只把它当成是玩法的添头就好了。 虽说游戏设置了一个困难模式,但这个困难模式实际上只是给正常的游戏加上了总的时间限制而已,所以,就我个人而言,我其实更愿意把娜塔莎章节当作是游戏的普通模式,而七濑章节当作是游戏的困难模式。 其中,娜塔莎章节在推理过程中打出卡牌需要消耗金币,特殊房(逃课节点)也消耗金币,而七濑章节在推理过程中打出卡牌的机制与娜塔莎章节相同,只是增加了打出特定张卡牌便强行触发处决的机制[strike] (本来七濑章节还有个每个证人只有2条证言的设计…现在也改成3条了,属于是很大程度上降低难度了) [/strike],并且在特殊房(逃课节点)消耗的是血量。 总体来讲,虽然说局内经济和局外成长用的都是金币这点有点难受(不过因为游戏难度不算高,实际倒也不至于压力太大),而且偶尔还会有“我好渴我好想喝水今天天气真好他是个好人”这种无用证言出现混淆试听(没关系吗,这种证言),[b]但因为互斥证言出现的几率并不算低,在有三条证言的情况下,就算是我这种上了快十年班脑容量基本为零的社畜都能随便乱杀。[/b](有时甚至不用打出任何卡牌就能直接通过关卡,[strike] 非常快节奏 [/strike]) 而且,若是线索不足以让玩家决定被处决的犯人的话,玩家还可以通过看起来很有用实际上多数时候不太有用的案发现场地图来判断证人证言的真伪。不过可惜的是这个地图只能看,并不能给人物做标记,搞得我这种记忆力基本没有的人经常要反复盯着那些会飞来飞去的问号看上好几遍才能将将记住自己刚才推断出的到底是哪个证人移动了位置。所以,除非是通过证言不能直接证伪,否则我基本上不会主动去看那个案发现场的平面图… 在游戏中,个人觉得比较有趣的设计是那些看起来效果差不多但实际却能够询问出针对不同方向的证言的卡牌(比如8费的犯人和5费的杀生,4费的询问和2费的审问),虽说实际上基本都是看哪个费用更低就用哪个,但我可以不用,你却不能没有。(我可太喜欢能直接问出犯人是谁的卡牌了) 不过,比较令人搞不懂的是商店房居然会煞有介事的给只有负面效果的诅咒道具和诅咒卡牌定价,真不知道什么样的玩家会主动买这些东西…就这么喜欢给自己上难度?
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