
A Roguelike JRPG game that tells the story of Nino being transported to another world and becoming a cult leader. Due to a poor twist of fate, he ended up cursed and must break the curse within the three days he has left to live.
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Languages: Traditional Chinese, Simplified Chinese, English, German
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⠄⠄⠄⠄⣠⣴⣿⣿⣿⣷⣦⡠⣴⣶⣶⣶⣦⡀⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄it's good ⠄⠄⠄⣴⣿⣿⣫⣭⣭⣭⣭⣥⢹⣟⣛⣛⣛⣃⣀⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄Play it ⠄⣠⢸⣿⣿⣿⣿⢯⡓⢻⠿⠿⠷⡜⣯⠭⢽⠿⠯⠽⣀⠄⠄⠄⠄⠄⠄⠄⠄⠄ ⣼⣿⣾⣿⣿⣿⣥⣝⠂⠐⠈⢸⠿⢆⠱⠯⠄⠈⠸⣛⡒⠄⠄⠄⠄⠄⠄⠄⠄⠄ ⣿⣿⣿⣿⣿⣿⣿⣶⣶⣭⡭⢟⣲⣶⡿⠿⠿⠿⠿⠋⠄⠄⣴⠶⠶⠶⠶⠶⢶⡀ ⣿⣿⣿⣿⣿⢟⣛⠿⢿⣷⣾⣿⣿⣿⣿⣿⣿⣿⣷⡄⠄⢰⠇⠄⠄⠄⠄⠄⠈⣧ ⣿⣿⣿⣿⣷⡹⣭⣛⠳⠶⠬⠭⢭⣝⣛⣛⣛⣫⣭⡥⠄⠸⡄⣶⣶⣾⣿⣿⢇⡟ ⠿⣿⣿⣿⣿⣿⣦⣭⣛⣛⡛⠳⠶⠶⠶⣶⣶⣶⠶⠄⠄⠄⠙⠮⣽⣛⣫⡵⠊⠁ ⣍⡲⠮⣍⣙⣛⣛⡻⠿⠿⠿⠿⠿⠿⠿⠖⠂⠄⠄⠄⠄⠄⠄⠄⠄⣸⠄⠄⠄⠄ ⣿⣿⣿⣶⣦⣬⣭⣭⣭⣝⣭⣭⣭⣴⣷⣦⡀⠄⠄⠄⠄⠄⠄⠠⠤⠿⠦⠤⠄⠄
已通关,难度设置还算合理。 1:主要是很多地方的描述不够,很容易让玩家云里雾里,比如在小关卡胜利后获得的卡牌是可以根据地图上的敌人的罗马数字预测的,可以用指针放在敌人身上看到敌人的被动技能,反击不会被护盾格挡等等。 2:还有个问题是敌人虽然具有针对性,如花轮克烧伤流,但攻击极度单一,打一场基本就能判断出所有招式,再sl换针对卡吊打。 3:最后是平衡,其实这种rougelike平衡不怎么重要,但因为天赋只能2选1,所以还是说说,天赋间的差距很明显,不同的词条间差距也很明显。比如血漏,吸血这俩,完全就是附带的,以这俩为主估计连朴实无华的增伤平A都比不过,2级上个30吸血,最快也要5分钟触发,也就是打25回25,然后2级平A是10分钟打100,就是上限和别人下限持平,如果拖到10分钟,甚至15分钟触发那上吸血=血亏,更别提有时要防御。血漏也是性价比极低,因为敌人没有什么天赋或集中的加速,平均出手时间是15分钟,你上个20血漏,对面当你空过。而横向对比每分钟触发一次的烧伤(还能吃3倍伤害加成),简直是云泥之别。
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
什么垃圾卡牌游戏
小玩一会,个人感觉还行
挺好玩的,就是引导做的不好,升级的时候要来回切换,研究买什么东西
非常考验战略的游戏。
First and foremost, let me be clear that this is actually fun. I'm going to give some critique, and what I think could make the game better, but first and foremost I want to say that I had FUN. This is actually pretty fun once you get into the swing of things. That being said. 1: The time mechanic is a bit strange from the get-go, at least in battle form. I understand why the developers made it that way, as it fits the ludonarrative of the rest of the game, but it can be a bit daunting to grasp at first. However, as it happens it's really just a "speed" meter for which player goes first like in any turn-based strategy. 2: It is time, not your enemies, that is your greatest obstacle. You have a set amount of time in which to do things, and if you waste too much time elsewhere, you'll just...lose. Something that both adds, and detracts, to the game is that there is no save scumming; your file is erased when you die so if you die you need to start a new game entirely. On the plus side this actually adds to the game as a whole; it makes for an intensity that would otherwise be lacking. On the negative, it means that you can very, very, very easily soft-lock yourself into dying by moving to one location and not having enough stamina to move back, as what happened to me. 3. It's really really heavy on the Christian angle. Which is fine, I guess; the developer is just religious and genuinely wanted to make something promoting the ideals of his religion; but it can be a bit much supposing someone is non-religious or not part of that denomination. 4. After you level up and gain a bunch of perks via alchemy, the game, at any difficulty, becomes incredibly easy as far as fighting goes. At around the chapter 3 mark I had my entire deck stocked out with attack cards and nothing else just because that's all I needed. Again, though, your main opponent here is time; and time still runs even as you're fighting, so prolonged battles can screw you over very easily...which gives you MORE incentive to go full on the attack and focus on aggression. That's all I can think of at the moment. Again, despite my critiques, I would like to repeat that this is genuinely a fun game and you ought to give it a try.
This short, and relatively simple RPG with CCG mechanics is decently fun. I do wish it was a little longer, or there was more time to explore all the offered areas. Sadly, once you beat the final battle, that's it. This game is kind of rough around the edges, but no worse than what I would expect from a small, free Indie game. Overall, I enjoyed the mechanics of time passing as you play cards, and will likely return to this game in the future.
神作级别的机制,期待续作。
This game is so well thematically woven around the 12 "hours", character cards and the combat clock that playing it is a treat. Everything clicks immediately, you get some quick progression and choices at every step of the journey. A masterpiece of game design.
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.