
They looks same, just like they see us. The coastal city was teared down by earthquake and tidal wave caused by it. A group of black square creatures, was rescuing their brothers and sisters in the ruins day and night with all their efforts, even with their lives.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
游戏概念有点意思,可惜storytelling部分没做好让人觉得像半成品,然后成就系统bug了,全成就已达成但是在Steam“已完成的游戏”里并不显示也不会被计算进去,不知道为什么
회색 사각형 덩어리들이 살아 남아가는 과정을 그리는 퍼즐 플랫포머 다시 한 번 말하지만, 이 게임은 퍼즐 "플랫포머" 다. 거짓말 안하고 게임 태그에는 캐주얼이 있는데 막상 게임을 키면 반기는 건 스치기만 해도 바사삭 바스러지는 바닥들과 애매한 컨트롤이다. 물론 제작자도 이에 대한 부담을 덜기 위해 되감기 기능을 넣었는데, 쓸데없이 되감기 키가 스페이스 바라 초반에 고생을 좀 했다. 미세한 컨트롤이 요구되서 그런지 시행착오가 매우 중요한 게임인데, 개인적으로는 그냥 뇌를 비우고 마음 편히 할 수 있는 게임이라고 홍보하는 줄 알았는데 막상 사보니 전혀 다른 게임이라 1차적으로 마음에 들지 않았고, 얼리 엑세스로 출시된 지 9개월이 거의 지났는데 아무런 소식이나 업데이트가 없었다는 점이 2차적으로 마음에 들지 않았다. 결론적으로, 그래픽이 아기자기하긴 하지만 게임 플레이는 즐겁지 않으며 업데이트가 한 동안 끊긴 게임이라 추천하지는 않는다.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: Simplified Chinese, English
Hours played at review time, across 40 reviews with recorded playtime.
Заставляет подумать. Жаль недоделаны последний уровень и босс 3 главы.
难。。巨难。 每过一关下一关的难度是几何倍上涨 所以说什么时候更新(抖M之魂)
光荣的卡在了 第四关
太难了 不推荐 完全不休闲,你知道怎么解但是并不代表能好好跳
[quote=17173萤火虫] 加入[url=http://firefly.17173.com/]17173萤火虫[/url],和我们一起用热爱点亮游戏之光[/quote] 第一眼看这游戏还以为是Roguelike游戏,仔细一玩,发现只是个平台动作游戏, 虽然不是自己很喜欢的类型,但萤火虫的key来之不易,竟然得到了,那我就好好仔细玩一玩,写个评测 优点: 1.精美的pixel art,第一眼吸引上我的就是这种冷色调灰蒙蒙而又精致的像素风格了 2.简单易懂的操作,不需要太复杂的按键 3.UI界面简洁感觉,简单明了 4.回放撤回操作机制比较有趣 缺点: 1.非常非常的糟糕的音效,这么精致的画面,你好歹加个稍微好听点的BUG嘛,结果从头到尾都是那个音效,忍不住关了音乐 2.难度变化太突兀,第一关第二关简单的平台跳跃,第三关难度骤然增加,没能达到一个友好的曲线 总的来说是一部有一定水准的小型独立游戏。刚一上手就能感觉到在美术风格上与super meat boy的相似之处,之后的一些核心机制又有Braid(回溯)和life goes on(利用尸体)的影子。这些与“前辈”们的相似之处很难让人不拿这部作品与他们去比较,而且一旦做得不够好就很难达到那种集万千所长的效果而成为一个四不像。由于我目前卡关在1-7以及这部作品还在EA阶段应该还有相当大的改进空间,我暂时不会给这部作品打分。 机制 整个游戏的核心操作机制有两个,时间回溯和利用尸体过关。其中时间回溯这个机制对游戏中关卡设计的影响几乎没有,只是作为一个增加容错率的“反悔”手段(例:极限竞速系列),这里就不多赘述了。 另外一个机制(利用尸体)被用作了整个游戏关卡设计核心。但是这个机制本身存在着使用场景不够直观的问题。不像是其他以此作为核心机制的游戏对于死亡有着明确的判定(火焰,电锯,尖刺等),这部作品的死亡是以高度进行判定的。这就导致了接下来我会提到的一个问题。 关卡和操作 游戏本身的操作十分简洁,左右和跳,再加一个回溯键LB。关卡设计也明显看得出策划的用心(真的很难)。用大量破碎砖块组成的关卡结合必须三次通关的机制也很好的增强了作为解密游戏本身所需要的策略性。 但是作为一个“平台跳跃解密游戏”,本作在“操作通关”与“解密通关”之间的界限就过于模糊了。在我玩的时候有很多次卡关我不知道到底是因为我没有找到正确的过关方法还是因为我手残。之前说过的死亡机制不清晰结合角色本身的操作难度和一些关卡的布局使得整个游戏在“平台游戏”和“解密游戏”之间的界限模糊了起来。同类型的Braid也存在着这种问题不过其在操作与解密之间有着更清晰的界限就使得这个问题显得有些无关紧要了。 一些关卡中好像还存在隐藏要素不过我没找着,不评价。 美术 这大概是整部作品中最大的亮点。标题界面的动画,整部作品的暗系色调色调,突出关卡重点的光照以及让我愿意称为pixel art的像素画风。如果说美工上有什么地方能让我挑剔的话可能就剩下暂停界面的字体了吧。 音乐&音效 并没有注意到游戏中有没有音乐,如果有而我没注意到就足以说明他出色地完成了任务(应该没有吧) 至于音效好像是unity的公共素材,走路,跳跃,按键,过关这些音效放在别的游戏里可能都稀松平常到能让人忽略但是在这部作品里结合整体的美术风格来看实在是太出戏了(太欢脱),拖了美术的后腿。如果可以的话希望改进。 整体来看我觉得这部作品的进步空间相当的大,劝退的点也多。希望以后能多做改进成为一部能和其他前辈们比肩的成熟作品吧。 更多游戏推荐请关注[url=http://steamcommunity.com/groups/17173firefly]17173萤火虫[/url]以及[url=http://store.steampowered.com/curator/31716674]17173萤火虫鉴赏家[/url]
At first is a bit complicated to navigate through the menu without the english option. But I suppose it will be fixed later since this game is in early access. It's a try, die and repeat game which requires coordination and solving puzzles in mind. Really awesome!!!! The art is very lovely! Thank you for making an awesome game!
[quote=17173萤火虫] 加入[url=http://firefly.17173.com/]17173萤火虫[/url],和我们一起用热爱点亮游戏之光[/quote] 先感谢萤火虫提供的体验KEY [h1][u]不洁者,不竭者[/u][/h1] 该游戏是一款像素风格的动作解密游戏,之所以强调动作,是因为该游戏不仅是在解谜中融合了动作元素,更是通过关卡的设计将细微的操作要求到了有些极致的地步,但是 还好,开发者也在菜单中添加了开启运动轨迹这个选项,能在一次次试错中找出能通关的操作,也印证了游戏中常常出现的那句话:“相似的结构,不同的路线”。而游戏让 人摸不到头脑的关卡背后还有类似《生生不息》的“铺路”系统,再加上时光回溯系统,丰富了解谜元素同时也让人对关卡的难度更加没底 [b]但我真心不推荐这款“不竭者”[/b] [h1]+ 精美的废墟世界[/h1] 就像《恶果之地》,不洁者精美的像素画风应该吸引了大多数的购买者,而作为没有过多动作体现的解密游戏,开发者也将画面精细到了极点,每一章都有十分分明清晰的风 格,气氛也渲染的很到位,无可挑剔 [h1]+ 风格独特的剧情[/h1] 其实剧情在游戏中十分模糊,也缺少逻辑,但却给了足够的细节来给玩家推敲,地震与废墟,1-4中囚笼里的“不洁者”,一些通关设定,以及吃罐子的的设定,使剧情有一定 的想象空间及开放性,一万个[ ]中有一万个[ ],我也来说说我的猜想,我认为剧情是在映射灾后人们的团结与自救,在困难中饥不择食,互相帮助也符合游戏内容 ,希望开发者在EA后或在今后的更新中能明晰剧情,毕竟过于朦胧也不是什么太好的事情,会让人一头雾水的qwq [h1]- 极其不科学的关卡难度及有些简陋的体验[/h1] 就像我前面说过那样,不竭者,并不是我给它的一个好称呼,例如1-4,难度跳跃性提升,无法利用之前关卡的经验解决问题,只有不断地试错,劝退并给予糟糕的游戏体验。 并且关卡似乎有唯一解的特性,真的要在这样的难度系数下几户完全地契合开发者的思路,有些过分了,将游戏体验破坏地十分严重。 在klocki中看过这样一条评论: [b][u]真正好的解密游戏,不是你通关后感觉“终于**过了”[/b][/u] [b][u]而是:“哇,老子真**牛B”[/b][/u] 这款游戏显然没有很好地做到.... 而游戏带来的体验也略显简陋,明明美工刻画了一个富有表现力的背景及画面,而简陋的动作音效,BGM聋的传人,让游戏体验大打折扣,难不成开发者把精美的像素当成了8 -bit?而且较为简陋的UI让人以为是在玩4399[spoiler]但是关卡较少可以理解[/spoiler] 所以在EA阶段该游戏售价36元并不划算,但开发者说正式上架后价格也不会上涨嘛,而且游戏内容也会不断完善,所以此篇评论仅供参考 目前是不推荐购买的,以后更新或EA完事后如果有所改善也可能我会重新写一下评测,各位酌情购买。 再次感谢萤火虫提供的试玩体验KEY 更多游戏推荐请关注[url=http://steamcommunity.com/groups/17173firefly]17173萤火虫[/url]以及[url=http://store.steampowered.com/curator/31716674]17173萤火虫 鉴赏家[/url]
。。。脑细胞大量死亡 我连第一章第四关都过不去。。哪位大佬教导下。。游戏不错.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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