
这是一个致力于让玩家在享受游戏乐趣的同时能够高效记忆英语单词等记忆类知识点的卡牌肉鸽游戏,游戏灵感来源于《月圆之夜》和《杀戮尖塔》
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这是一个致力于让玩家在享受游戏乐趣的同时能够高效记忆英语单词等记忆类知识点的卡牌肉鸽游戏,游戏灵感来源于《月圆之夜》和《杀戮尖塔》
在遥远的未来,脱离肉体已经实现虚拟化飞升的人类将其旧文明所有的知识保留在了名为“秩序之种”的庞大基地群里,这些基地遍布银河系,为此人类也设立了高度智能化的基地维护系统和防卫系统,当某个基地受到宇宙中不断蔓延的熵兽攻击时,熵减协议就会被激活,基地将会召唤人类知识宝库的最后智械维护者“万典壁垒”,来与这些代表遗忘和混乱的熵兽怪物进行战斗,恢复基地的正常运作。
游戏中,玩家所扮演的智械维护者通过收集卡牌/获得道具/提升属性来进行自身构筑,每一张卡牌都绑定了一个单词(知识点),玩家每次使用卡牌时都需要正确地回答问题,因此,玩家在战斗的过程中,不仅可以在数值和道具的获取上养成和成长,更可以通过自己对于单词的熟练程度来加强输出,用这种正反馈来强化记忆。
玩家在游戏初始时只需要掌握极少的单词(5个),每完成一个关卡后玩家将会获得一个新的卡牌和单词,如此玩家可以循序渐进地不断熟悉和记忆新的单词,玩家在熟悉和构筑自己卡组的同时,也不断地将碎片化知识转化为长期记忆,实现知识的有序化存储,直至游戏结束时,理论上玩家将会无障碍地熟练掌握15-20个新单词。
将学习行为重构为对抗知识熵增的科技战争,使记忆过程从枯燥重复升华为史诗级文明拯救行动,赋予学习行为更深刻的教育意义。玩家在游戏中的每一步操作都象征着与知识遗忘的战斗,通过完成任务和战斗,玩家不仅学习了知识,还体验到了拯救文明的成就感。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese**languages with full audio support
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[h1][b] 熵減協議-The Entropy Directive [/b][/h1] [h1] 劇情: [/h1] 遙遠的未來人類虛擬飛升 將舊文明知識保留在遍布銀河系的基地群"秩序之種" 設立了智械維護者"萬典壁壘"迎擊熵獸攻擊 [h1] 遊戲: [/h1] 英文單字學習 + 卡牌肉鴿 [h1] 心得: [/h1] 玩家要扮演"萬典壁壘"迎擊熵獸 在戰鬥的過程學習單字,結算獎勵時構築自己的能力 窩只玩到第2章,遇到毒蜂~被敵人持續扣HP超快見底,關卡失敗 目前一共有3章,關卡是線性的~沒有《杀戮尖塔》樹枝狀路線選擇 戰鬥玩起來,就是狂丟技能到敵人身上 需要直覺反應單字,答對釋放技能打出傷害 因為有些敵人會持續群體回HP,還要顧一下自己的HP是不是快見底 場上敵人2隻,1隻倒下的空位會馬上有敵人補上 基本上沒啥時間觀察敵人有啥能力 大致過程: 第一章 > 選知識練 > 數場戰鬥與構築 > 通關 > 繼續下一章 (可以隨時離開遊戲,下次繼續進度) [h3] 準備 [/h3] 1.選擇2條知識鍊(1條知識鍊有10個單字) 可以查看有那些單字跟該單字的等級 2.天賦介面 提升單字等級獲得天賦點,可以學習新技能 [h3] 選擇關卡 [/h3] 1.選1個門進去 敵人立繪、敵人會的技能、總敵數、一段文字形容當前的狀況 (警報響起、某某敵人出現、空間盤旋某某敵人向你逼近...等) 2.可退回去選另一個門 3.事件門,抉擇2選1(簡單敘述發生的事,與後面的結果) 4.商店門 [h3] 開始戰鬥 [/h3] 1.窩們有5格技能位 2.拖曳釋放技能到敵人身上攻擊 3.技能空位會從右邊的輸送帶補技能 4.半即時戰鬥,敵人的技能CD好了就會釋放 [h3] 單字學習 [/h3] 1.第1次學得單字,有綠色提示正確答案 2.單字4選1,答對會釋放能力~答錯無法釋放 3.答錯後會跟你說正確答案✅ [h3] 戰鬥勝利 [/h3] 單字獎勵3選1,技能+技能等級+單字 (窩們的技能數量會越來越多) 例如 冰槍噴射(aboard)、冰槍噴射(absolutely)、冰槍噴射(academic) 致命打擊(absence)、高溫鑄甲(abstract)、生命恢復(abandon) ...等 屬性獎勵3選1,提高技能傷害或是效果 例如 質量(全力衝撞)、打擊(致命打擊)、防護(高溫鑄甲) 生命(增加HP上限)、恢復(生命恢復) ...等 [h3] 萬典壁壘(玩家)屬性能力值 [/h3] 當前HP、擁有的技能總數、組件資源 防禦- 打擊-影響致命打擊傷害 製冷-影響冰槍噴射傷害 防護-影響高溫鑄甲傷害 恢復-影響生命恢復效果 質量-影響全力衝撞傷害 [h3] 商店 [/h3] 組件資源商品用"螺絲與螺帽"消費(局內資源) 例如 防護裝甲板-防禦技能護甲+4 自主無人機II型-釋放任一技能後,自動釋放"冰槍噴射" 高能燃料-製冷屬性+20、防護屬性+20 ...等 [h3] 天賦 [/h3] 消費天賦點提升能力(可以重置全部天賦返還天賦點) 例如 要害打擊I-致命打擊,暴擊率+5% 冰槍噴射強化-冰槍噴射,凍傷+1 高溫回復-高溫鑄甲,可以恢復傷害的10% 打折-商品折扣+5% 更多屬性-每次屬性獎勵增加 快速記憶-單字進場速度快0.2 ...等 [h3] 圖鑑 [/h3] 收錄所以有敵人(18)、商品(18)、成就紀錄 1.簡單介紹敵人的特性(高攻高血、快速治療隊友、使對手中毒...等) 2.提示作戰技巧(打斷施法、優先清小怪...等) 3.查看敵人的所有技能 [h1] 建議: [/h1] 1.缺乏教學解說 2.增加單字的語音播放 3.單字選擇後就釋放技能吧(本身就是4選1了,無需再按確認) 4.增加關卡分支路線選擇 [b] 推薦 [/b] 1.想學英文單字還能玩簡單的肉鴿 2.銅板價 [b] 不推薦 [/b] 1.不想學英文單字 [quote]歡迎大家關注[url=https://store.steampowered.com/curator/45682872/]七巧鑑賞家[/url]&加入[url=https://steamcommunity.com/groups/77Happy]七巧遊樂園[/url] 讓七巧分享更多~遊戲資訊給大家 OWO/ [/quote]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 20 reviews with recorded playtime.
作者的想法看上去是好的,可是教育类游戏不是随便拿个游戏套个框框就可以的,作为一个很早就接触教育类游戏的人。虽然目前市场上的教育类游戏更趋近于实用主义和刷题,但是我是吃过细糠的。因为我自己的幼儿时代就是启蒙教育游戏来的。相比于早期的教育精品《金山打字通》《恬恬和小旋》作者的确明白如何封装教育内容到游戏中。 可是他忽略了应当封装到何种环境之中。 作者犯得问题很多 1.语言类学习并不是一个专业性质很强的东西,因此他更适合代入于生活之中。 作者的词库就是A-Z用字母排序,这种记忆方式不是语言类学习正常的记忆方式,最好还是有对话内容引用的词汇更适合学习。 2.这类游戏应的战斗流程的即时性要根据教育内容变更,比如打字练习可以是即时性的,但是初步学习可能要变成回合性质的。不然很难有正反馈出现。而战斗内容其实应该也对应简化,我见到的简化最成功的游戏是主机平台的健身环。当然再相对复杂一点也是可以的,可是这一款游戏明显战斗流程过于复杂了。 3.外围系统要慢慢解锁,教育类游戏的外围系统最好的升级方式不是教育内容的升级,是对他熟悉学习内容的奖励,因此一次正确率要求的考核才是比较靠谱的选项。 4.包装的环境要根据面相的人群选择适合的美术和音乐资源,要保证对应资源至少看起来不扎眼,听起来不刺耳。
[b] 一款目前EA阶段的肉鸽卡牌类游戏,但本作的每张的卡牌是会绑定一个单词,每次使用卡牌的时候需要正确的答对,多次重复使用相同卡牌会降低卡牌强度且在对战过程中思考过长的时间也会被怪物多次攻击。在战胜当前回合的所有怪物后会获取加强的道具和数值。不过说实话我玩了这么久压根就没记住几个单词,由于游戏本身带有一点“催促性”我一般都是直接记单词的一半然后加上它本身的意义。或许第一单词出现的时候加一个AI捧读会不会更让人加深一点记忆性? 之前有通关后无法继续游戏的bug,不过目前来看是修复了,比较期待一下后续的更新。 [/b] 关注或加入群组 ,蒂蒂评测,答辩走开 https://store.steampowered.com/curator/43568093/
Bu, oyuncuların oyundan keyif alırken kelime dağarcığını ve diğer bilgi noktalarını etkili bir şekilde ezberlemelerine yardımcı olmak için tasarlanmış, kart tabanlı bir roguelike oyunudur.
英语四六级背单词游戏,表面是卡牌打构筑游戏,实际是打出去就考验单词理解能力。 说明处大一不一致,字体超出边框。 没有配音,只能光看。
熵减协议-The Entropy Directive presents itself as an ambitious experiment that blends a roguelike deck-builder with an educational memory-training system, and while the concept sounds unconventional, it sits at the core of what makes the game intriguing. Developed and published by yitian studio, the title introduces a sci-fi backdrop where humanity is fighting against “entropy beasts,” metaphors for forgetting and cognitive decay. You take on the role of a “knowledge guardian,” venturing into successive battles while armed not only with cards and stats, but with actual vocabulary words that become the essence of your abilities. Each card is tied to a specific word, and to activate it effectively, you must correctly recall or identify that word. The game therefore doesn’t treat learning as a side feature or optional activity; instead, it fuses recall directly into its combat flow, turning the act of remembering into a mechanical advantage and the act of forgetting into an in-battle setback. As a roguelike deck-builder, the structure feels familiar to players of titles such as Slay the Spire or Night of the Full Moon. You build a deck, select what abilities to bring into each encounter, and navigate a series of battles interspersed with random events, stat upgrades, or card rewards. But unlike traditional deck-builders where card effects are evaluated purely through their mechanical synergies, here each card holds a dual nature. It is both a combat tool and a memory object that gradually becomes easier or harder to use depending on how well you learn its associated vocabulary. When you start, you may only know a handful of words, but as you progress, the game steadily introduces a larger pool of terms for you to absorb. The intention is that repeated exposure within meaningful gameplay loops will encourage long-term retention, turning vocabulary practice into something that feels less like studying and more like winning battles in a galaxy struggling against disorder. The thematic presentation reinforces this fusion of learning and combat. The idea of summoning guardians, defending libraries of knowledge, and pushing back against entropy gives narrative cohesiveness to what could have been a purely mechanical memorization tool. The art style is functional rather than extravagant, leaning on 2D illustrations, clear UI elements, and enemy designs that echo the concept of abstract knowledge predators. Performance-wise, the game is lightweight and accessible, making it easy for a broad range of players to run it without issue. For newcomers, it is straightforward enough to pick up, yet the requirement of recalling vocabulary in the heat of battle brings a unique form of tension, rewarding focus and punishing lapses of memory. Because the game is still in Early Access, its limitations are noticeable. The number of monsters, events, words, and card variations is currently modest, and even the developers openly acknowledge that the content pool is far from complete. While early impressions from the small player base are positive, the sample size remains too limited to draw broader conclusions. More crucially, the vocabulary library itself is relatively small at this stage. For players already familiar with basic English words, the educational aspect may not challenge them deeply, and the replay value can suffer quickly once the initial set of content is exhausted. The developers have expressed plans to expand the database of words and potentially branch into other subjects entirely, which would significantly strengthen the educational component, but such promises remain speculative until more updates materialize. Even in its unfinished state, the core appeal of the game is its attempt to transform rote learning into an interactive loop where victory depends on accurate memory. For players who find traditional flashcards tedious, the gamified approach can be refreshing. Defeating an enemy because you correctly recalled a difficult word feels genuinely satisfying, while forgetting under pressure adds emotional stakes absent from standard study tools. The roguelike framework also means that each run offers a chance to strengthen both your deck and your familiarity with the vocabulary, though the currently limited variety means the novelty may wear thin before the full release. Ultimately,熵减协议-The Entropy Directive stands out as an inventive fusion of card-based strategy and cognitive training. It succeeds in presenting vocabulary learning through an engaging mechanical structure, and its framing of memory as a literal battle against entropy gives it personality and purpose. Yet its longevity depends entirely on how much the developers expand its content, polish its systems, and enrich the learning database. In its current form, it is a promising and unusual title that offers a fresh take on interactive learning, best suited for players who appreciate experimental game design and who enjoy the idea of strengthening their memory while exploring a light, strategic roguelike. With sustained development, it could evolve into a genuinely compelling educational-gaming hybrid, but for now, it remains a prototype with notable strengths, clear limitations, and considerable potential. Rating: 7/10
当游戏和学习相结合,原本枯燥无味的学习,也变得有趣了起来,真不错~
一款性价比极高的肉鸽卡牌游戏,各方面都还行(个人感觉UI差点意思),毕竟它才5.4块,还要啥自行车。
一边学习一边玩游戏,我高中的时候要是有这游戏,何愁英语
[h1]评价为:不如直接看词汇手册[/h1] [h2]游戏推荐指数:★★★★★★☆☆☆☆[/h2] [quote] 买肯定是要买的,玩肯定是不玩的 快来关注 [url=store.steampowered.com/curator/38222893/] G胖受害者鉴赏家 [/url] 让选择游戏变得更加简单 [/quote] 非常粗制滥造的一款教育型游戏。不是说随便找个游戏再简单缝上点英语题目就行了的。本作的所作所为就是套了个游戏外壳的四选一英文题。 槽点实在太多了,随便说几个点吧,首先光是字体和框框的适应就没有做好;然后记忆方式就是直接放中文解释给你,这点程度的话还有什么玩游戏的必要?其他里里外外各种方面也都不够看。 建议的话,ui优化一下,然后内容除了简单的中文解释外加点别的东西进去,这样至少还有点用。 [quote] [h3]鉴赏员测评配置:[/h3] CPU:13th Gen Intel(R) Core(TM) i7-13700H GPU:NVIDIA GeForce RTX 4060 Laptop 加入 [url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏家 [/url] 和鉴赏员一起战斗!爽! [/quote]
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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