
The Triminals is a fantasy roguelike blending squad tactics & deckbuilding. Lead 3 heroes through randomized adventures, collecting cards and making strategic choices in turn-based combat to unravel mysteries of time & space.
Modeled estimate, not a reported figure. How we estimate →
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About
The Triminals is a traditional turn-based roguelike that combines squad tactics with deck-building gameplay. Players will form a squad of three unique characters, each with their own abilities, and embark from the Void beyond time and space to revisit their obscure pasts, defeat their enemies, and uncover the truth about time and destiny.
Find Your Way Through Chaos
In battle, the decks of all three characters are shuffled together and drawn from collectively. Each character can use cards from any squad member’s deck.
Different characters have different hand slots and abilities. Play cards or use other methods to alter the order of your hand, and devise the optimal strategy to maximize each character’s effectiveness with the cards available.
Build Your Characters

Acquire new cards and hand slots during your adventure. Combine these with each character’s unique abilities to shape distinctive combat styles.
Each character features:
- 30+ cards with varied effects
- 20 unique hand slots
- 7 talent skills that alter their playstyle
Make Choices Along the Journey

Step into the vortex of memories and relive past decisions. Face diverse choices during your adventure to gain special permanent bonuses.
- 8 unique characters, each with 7 special talent skills
- 240+ cards with unique abilities (and their 400+ upgraded versions!)
- 160+ special hand slots to choose and combine (and their 300+ upgraded versions!)
- Encounter and defeat over 50 types of enemies and bosses with different traits
- 40+ different encounter events offering special rewards
- 5 progressively challenging levels leading to the final battle
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 当卡牌构筑的深度策略与奇幻手绘的视觉美学相遇,《三终罪》用其独特的“混洗共用牌组”机制,为Roguelike卡牌游戏带来了一股清新之风。作为Basement Games推出的第二部作品,这款游戏在前作基础上实现了质的飞跃,不仅玩法更加成熟,手绘美术风格更是成为游戏的一大亮点。 游戏要求玩家组建3人小队,在随机生成的时空中展开冒险,通过收集卡牌、强化角色,逐步揭开关于时空与命运的谜团。而其核心的创新点在于战斗中所有角色的牌组会被完全混洗,手牌按顺序分配至各角色槽位,玩家需要通过“移动卡牌”来调整顺序,让每位角色在合适时机打出关键牌。 01 视觉革新:手绘美学的奇幻演绎 《三终罪》的手绘美术表现堪称独立游戏中的佼佼者。与Basement Games的前作相比,本作在艺术风格上有了显著的进步与突破。 游戏采用精致的奇幻风格画面,每一帧都如同精心绘制的插画。角色设计独具匠心,从服饰细节到动作表现,都透露出开发团队对视觉品质的执着追求。 游戏界面布局简洁明了,却不失艺术感。卡牌、槽位及各种UI元素与整体手绘风格保持高度一致,营造出一个沉浸式的奇幻世界。这种视觉上的统一性让玩家在长时间游戏过程中也不会感到视觉疲劳。 特别值得一提的是,游戏中的角色动画流畅自然,技能特效绚丽却不喧宾夺主,完美契合了游戏的奇幻主题。这种对细节的关注,使得《三终罪》在众多像素风或简约风格的卡牌游戏中脱颖而出。 02 玩法核心:三人接力的策略博弈 《三终罪》最具创新性的设计在于其“混洗共用牌组”机制。这一设计真正将“小队协同”理念融入到了卡牌构筑的核心循环中。 游戏中,三名角色的牌组会被完全混洗,玩家每回合抽取的卡牌顺序不可预测。但通过“移动卡牌”功能,玩家可以调整手牌顺序,让治疗角色优先使用回血卡,输出角色集中爆发。这一机制创造了随机性与策略性之间的完美张力。 游戏中的8位角色各具特色,每位拥有7种特殊的天赋技能、30+种效果各异的卡牌,以及20种独特的手牌槽位。这种丰富的可定制性让每次冒险都能构建出独特的战斗风格。 战斗节奏充满策略性,玩家需要不断权衡在三名角色之间分配资源与手牌的决策:谁先上状态、谁吃到强化、谁完成收割。这种“三人接力”的解题时刻,既有着《杀戮尖塔》式的构筑快感,也融入了战棋思维的纵深。 03 游戏体验:策略深度与叙事魅力的融合 除了核心的战斗系统,《三终罪》在游戏体验的多样性上也下足了功夫。 游戏包含240多张各具特殊能力的卡牌(以及它们的400多种升级版本)和160多种可供选择和组合的特殊槽位。面对超过50种不同特性的敌人和首领,玩家需要不断调整自己的策略。 角色专属剧情与分支选择增加了游戏的叙事深度。每位角色拥有独立的过去与隐藏故事,冒险中会触发专属奖励关卡或事件。这些选择不仅影响剧情走向,也会影响卡牌获取与队伍能力成长。 游戏中的40多种不同遭遇事件提供了特殊的奖励与挑战。5级逐步提高的难度设计让玩家可以循序渐进地掌握游戏机制,同时保证了游戏的可重玩价值。 04 与前作对比:跨越式的进步 作为开发者的第二部作品,《三终罪》在多个方面展现出了相比前作的显著进步。 游戏规模明显扩大,从角色数量、卡牌种类到游戏模式都有了全面提升。完成度更高,系统更加完善,展现出了开发团队在游戏设计上的成熟。 技术层面的改进尤为明显。游戏画面更加精致,交互更加流畅,整体体验更加打磨。对卡牌游戏核心玩法的深入理解与创新,也体现了开发者在游戏设计理念上的成长。 最大的亮点在于,《三终罪》成功找到了一种独特的游戏语言,将小队策略与牌组构筑巧妙结合,创造出了真正属于自己的特色,而非简单模仿现有成功作品。 05 可改进空间:完美之路上的几点遗憾 尽管《三终罪》品质出众,但仍有一些可以进一步提升的方面。 新手引导部分若能加入几种典型协同范式的演示,将有助于新玩家更快地掌握游戏策略。目前的学习曲线在某些时候可能略显陡峭。 个别卡牌的强度边界可能略显极端,导致某些流派成型后过于稳定,期望后续更新能通过平衡性调整进一步丰富可用流派的数量。 游戏的事件文本与变体虽然已经相当丰富,但若能增加更多出人意料的内容,将能进一步提升游戏的长久吸引力。 《三终罪》最令人惊叹的莫过于它如何将策略深度与视觉美感完美结合。当你精心调配手牌顺序,看着三名角色打出一套完美连招时,那种智力上的满足感与视觉上的愉悦感同时迸发,正是这款游戏最独特的魅力所在。 对于喜爱策略性卡牌游戏的玩家来说,这款游戏绝对值得加入你的游戏库。它不仅提供了数十小时的策略挑战,更展现了一位开发者从初试啼声到游刃有余的成长轨迹。
Card mechanics work much like in any other deck-based game: you draw a random set of cards from your deck and play them either on yourself or on an enemy. You can play any card as long as you have enough energy, which replenishes at the end of each round. Once a card is played, the remaining cards shift to the left, and a new one is drawn into your hand. Your hand consists of all the cards you can play during the current round. An important element is intensity, which appears above your hand. Intensity modifies both the cost and effect of a card. For example, a standard card that deals three damage will deal six damage if its intensity is two. Since cards move left after each action, strategic planning is crucial. You can, for instance, sacrifice a card and some energy to shift a defensive card to intensity three, granting much-needed armor to withstand the next enemy attack. You can also preview the enemy’s actions for the next round, allowing you to plan ahead. However, managing your energy becomes a challenge because you control a party of three heroes, each with unique cards and skills, and all heroes share a single energy pool. Additionally, heroes possess special attacks that trigger after playing a specific number of cards. Your party is initially created at the start of a run, and additional heroes are unlocked by defeating bosses. Runs are random and linear, meaning you don’t choose the next event. Most events involve battles, but there are also choices such as sacrificing cards for rewards, resting to heal (heroes do not automatically recover health between events), or other unique scenarios. Battle rewards can include coins, new cards for any of your three heroes, or slot perks that enhance your deck. Before moving on to the next event, you can select a memory for one hero. Memories function as perks or bonuses; for example, healing all heroes and granting experience, or gaining additional experience or runes after the next battle. Heroes can regain a small amount of health if they die but you still manage to win a fight. A run ends when all three heroes are defeated. Completing a run earns Sands of Time, a currency used at the character selection screen to purchase new starting cards, special skills, or unlock events that may appear in future runs.
[h2] 游戏介绍 [/h2] 《三终罪》是独立游戏开发者Vanniba玩泥巴开发的一款复古奇幻风格主题的策略游戏,玩法上结合了小队RPG和肉鸽卡牌构筑的特点,玩家需要组建一支三人小队踏上冒险之旅,一路上遭遇各种随机事件,不断获取卡牌强化角色,通过一系列的战斗最终破解时空的谜团。 [h2] 音乐美术 [/h2] 游戏的画面非常有复古风格,通过红蓝绿三种主色调构成的画面非常有辨识度,另外游戏的GMG也同样是复古的电子乐,配乐与游戏画风非常适配不会感到违和。 [h2] 玩法简介 [/h2] 本作的玩法可以说是非常具有创意,把小队协同与卡牌构筑结合在一起,让玩家能同时想到到策略与爽快。玩家需要在8名角色中选择其中三位组建一支小队,而小队中每个人都要各司其职,具有很强的定位性,所以玩家在出牌的同时就要考虑到每张牌堆叠给哪位角色,游戏中的卡组协同感很强,打出一套顺手的连锁时会让玩家感到很爽快,而玩家也能通过有规律的堆叠卡牌,打出一个又一个连锁循环。就像大部分的肉鸽游戏一样,玩家在冒险的途中会遭遇一系列的带有风险与收益的随机事件,而且游戏的难度也随着冒险的进程增大,但总体来说难度曲线比较平衡,而且每次游玩都可以构筑不同的流派,重玩价值很高。 [h2] 总结 [/h2] 这是一款非常有特点的复古风格的卡牌构筑RPG游戏,作者将小队协同与卡牌构筑巧妙地结合在一起,整体完成度很高,推荐给喜欢策略游戏的玩家尝试入手。 [quote]欢迎关注[url=https://store.steampowered.com/curator/45214439/]轻游社[/url],以轻松认真的态度,对待每一款游戏 [/quote]
I did think I would be quick to write a review on the game, but out of the game, it has its share of problems that even the old demo that was up months ago that's still here. The quick summary of Triminals is that you play as 3 heroes that look like they're trapped in a jail cell or something, and you have to battle through their memories in order to escape the jail. You'll do that through battles, drafting cards, etc. The game's uniqle mechanic is that the power of your cards determines what slot in its, which is also the mana cost. The higher the number, the more you pay for the card, but the stronger it is. After a card is played, it either stays where it is, or move to the leftmost or rightmost slot, shifting all cards in that direction 1 space towards where the original card came from. There's is some decision making here for that, which I'm still trying to figure out. However, the game has its share of problems like my mentioned eariler, which I'm describe below: 1. The balancing of early game enemies is basically through the roof in terms of damage numbers, debuffs, etc. The game will throw an elite battle at you on the 3rd and 6th nodes of area one, and you go against 3-4 enemies that are basically hitting you for 10+ damage each, buffing themselves, etc. That's way too many actions and enemies toto deal with this early in the game, and because of that, I never made it to even the first boss of the first act. It was too common, at least for me, that someone either died or lost half of their max HP by the time the first elite battle was over, and I have no idea what the developer's design choice was thinking that a player, even a new one trying to learning the game, could deal with 4 enemies doing 20+ enemies to 1 or 2 player characters on the first elite battle of a run before they could power up and only got 2 rewards out of the gate. 2. You don't draw any new cards on turn start. The same 6 cards will remain in your hand every turn, and you have to use someone's talent to discard a card in their slot to draw another one from the deck. The problem with this feature is that if your opening hand is bad (like drawing all of your blocks turn 1), you have to basically play up to 6 cards in order to cycle 1 card out, and if you can never get the correct colors of cards to the right people, you can be stuck with the same 6 cards for several turns while enemies are doing whatever to you. I felt like here, the talent points charges should be either 1 or 2 less so you can contiously get new cards from the draw pile, and it makes starting out with 12 cards bad since you might not even cycle through the deck once due to how much work it takes to cycle a card through talents out unless you draft a lot of the "discard this after play" cards themselves. 3. Healing is too hard to get in the game. Another problem the game has is that you have to pick the same character 3 times in a row in order to get one of their special memories, but the problem is that you can only do each of their actions once per run, and you are force to use up one of them even if you trigger it at a time when you don't need it. The campfire sites, which heal you, are tied to these speical memories over be their own nodes on the maps, which is basically punishing since you have a battle where everyone lost almost all of their health and no one is near 3 charges to get the campfire or are all used up, you won't be getting any healing anymore to survive the run. I'll add on that nothing in the game (even the tutorial) tells you that the special memories can only be used once per run, and you are force to use one up when someone gets their 3 charges. Combined with point 1 that enemies hit for way too hard, you have to get lucky getting the right cards early and in your opening hand in the right positions to get past even the first act of the game. 4. Finally, the purple character has a talent that has you exhaust a card in order to get a new card from the deck. The reason I don't like him among the 2-3 runs I did with him is because you can basically lose your best cards if you force to exhaust them, and I feel like it could have been discard a card to get a purple card instead. His rewards are tied to paying health in order to remove cards or do something else, which with healing in the game being hard to get, won't be a character I use early on. Overall, I don't know if its just me, or the game is a big balance mess with the swingy of battles, the RNG of getting a good opening hand to survive the first turn, and the cards moving all over the place being complex, but at the end of the dat, this wasn't the game for me. I'm lucky it only cost less than $5 so I didn't lose too much money on the deal, but unless the game gets either a balance pass or diffculty levels to make early battles easier and not have someone take all of them health as damage turn one, I'll come back to the game. The old demo which has since be taken down was like this, and I don't know any balance work was done on the game since then to make it more fair to the player.
The Triminals, developed and published by Basement Games, is an inventive indie title that merges tactical, turn-based strategy with the deckbuilding genre in an unexpected and highly engaging way. Set within a world that exists outside of time and space, the game introduces players to a trio of mysterious heroes known as the Triminals—beings who have emerged from the void to uncover the secrets of their forgotten pasts. This setup provides an intriguing blend of metaphysical storytelling and structured gameplay, where each journey feels both personal and tactical, driven by the tension between memory, destiny, and combat. The setting gives the experience a dreamlike and paradoxical tone, positioning the game somewhere between science fiction and philosophical mystery, a fitting backdrop for its complex mechanics and layered progression. At the heart of The Triminals lies a distinctive approach to deckbuilding. Instead of treating each character as an isolated unit with their own deck, the game merges all character decks into one shared pool. This design choice fundamentally changes the dynamic of play, forcing the player to think about synergy not just within a single hero’s cards, but across the entire team. During combat, cards from all three characters are shuffled together and drawn randomly, allowing any character to use any card depending on the situation. This creates a fluid and unpredictable rhythm that constantly challenges the player to adapt, making every encounter feel fresh. The system encourages careful deck composition and foresight—players must design combinations that work for multiple archetypes rather than optimizing a single build. This collective approach to deck management is one of the game’s most inspired mechanics and sets it apart from traditional deckbuilders, where individuality often takes precedence over cooperation. Each character also possesses a unique set of hand-slots and talents that alter their capabilities in battle. There are more than twenty slots available, each influencing card performance and strategy, alongside seven unique talents per hero that shape how they interact with the deck and their teammates. The game uses these mechanics to promote experimentation and deep customization. Because runs are procedurally generated, every expedition into the void unfolds differently, offering new combinations of cards, encounters, and branching decisions that can significantly alter the team’s composition and fate. This roguelike structure ensures replayability while maintaining tension, as every victory and defeat contributes to uncovering a larger mystery behind the Triminals’ existence. The mix of persistent progression and randomization rewards mastery without undermining the unpredictability that defines roguelike experiences. Visually, The Triminals embraces a pixel-art aesthetic that reflects its indie roots while exuding a sense of deliberate simplicity. The art design balances nostalgic charm with clarity, allowing the player to focus on the tactical nuances of battle and the clean presentation of the cards. Despite its minimalist appearance, there is a richness to the color palette and sprite animation that brings life to the void world. The user interface is intuitive and functional, a necessity for a game that relies on the player’s ability to read and interpret complex card effects quickly. The soundtrack, though understated, enhances the game’s mysterious tone and provides an ambient background that reinforces the themes of memory and discovery. For a small studio, Basement Games manages to create an atmosphere that feels cohesive and immersive, proving that artistic restraint can sometimes achieve more than visual excess. The gameplay loop strikes a satisfying balance between strategic planning and improvisation. Battles are turn-based, emphasizing the importance of timing, sequencing, and managing hand order. The ability to rearrange cards in hand or manipulate turn order adds another layer of tactical depth rarely seen in the genre. Players must weigh the short-term benefits of using a powerful card against the long-term advantage of saving or repositioning it for future synergy. This mechanic turns each battle into a puzzle, one where every card drawn represents both opportunity and risk. The sense of progression is also strong, with each completed encounter unlocking new hand-slots, abilities, and cards that expand the range of viable strategies. Over time, the player develops a deeper understanding of how to exploit synergies among talents, cards, and team composition, which contributes to a gratifying feeling of mastery. In terms of content, the full version boasts an impressive volume for an indie release. There are over eight playable characters, each with their own talent trees, and hundreds of cards—more than 240 base versions and around 400 upgraded ones. More than fifty unique enemies and bosses populate the game’s five main levels, each demanding different strategies and encouraging adaptive deckbuilding. The scope of customization is enormous, supported by over 160 different hand-slots that can alter the flow of combat. These numbers reflect a remarkable ambition for a small development team, and while the production scale is not that of a major studio, the depth of its design and replay value are commendable. Players who thrive on discovering optimal builds and experimenting with unconventional setups will find immense satisfaction in the systems’ flexibility. However, the complexity that makes The Triminals so rewarding can also be daunting for newcomers. Its multi-layered mechanics—combining squad tactics, deck manipulation, and roguelike randomness—demand attention and patience. The learning curve can feel steep, especially for those unfamiliar with similar hybrids like Slay the Spire or tactics-based deckbuilders. While tutorials and in-game explanations do exist, the game’s intricacies are best grasped through repeated experimentation and trial and error. Some players may also find the pacing slow during initial runs, as much of the early content focuses on unlocking systems and establishing synergy rather than immediately delivering dramatic payoffs. Despite this, the design encourages persistence, and once the underlying logic becomes clear, the experience evolves into a deeply strategic and rewarding journey. Narratively, the game’s concept of rediscovering identity through battle and exploration ties neatly into its mechanics. Each victory feels like a step toward understanding the heroes’ past, while each defeat feels like a temporal loop resetting their existence. Though the story is conveyed with minimal dialogue, its ambiguity complements the surreal tone of the setting. The Triminals doesn’t rely on extensive exposition; instead, it invites interpretation, letting the player piece together meaning through atmosphere and repetition. This approach may not satisfy those looking for a strongly scripted narrative, but it reinforces the idea that memory and time are fragmented, aligning with the game’s abstract, cosmic style. In its entirety, The Triminals stands as a clever, challenging, and original entry in the roguelike-deckbuilding genre. Its communal deck system, shared synergy mechanics, and multi-character progression introduce fresh possibilities rarely explored in similar titles. It may not have the budgetary polish or cinematic presentation of larger productions, but it compensates through mechanical creativity and strategic depth. Every choice, every draw, and every shuffled card feels consequential. For players who appreciate thoughtful design and the satisfaction of mastering a complex system, The Triminals offers a rich, cerebral experience that rewards dedication. It represents the kind of innovation that defines independent game development—an experiment in structure and storytelling that dares to redefine how a deckbuilding roguelike can function.
Triminals, takım taktikleri ve deste oluşturmayı harmanlayan fantastik bir roguelike oyunudur. 3 kahramanı rastgele maceralara yönlendirin, kart toplayın ve sıra tabanlı savaşlarda stratejik seçimler yaparak zaman ve mekanın gizemlerini çözün.
[h1][b]探秘记忆深处,奇幻小队出击[/b][/h1] 《三终罪》是款小体量的肉鸽卡牌游戏,其在目前过于泛滥的爬塔式玩法中加入了部分新颖的机制,玩家需要组建三人小队出击,在这个奇幻世界中冒险。 首先本作没有采用分支地图,其将一系列事件排列好放在了界面顶部供玩家参考,触发战斗、随机遭遇等事件后,会出现三选一的界面,玩家可根据战斗奖励和事件内容自行选择。 战斗部分为多对多模式,每次开启新冒险前可从诸多角色中选择3个,诸如战士、猎人、炼金术士等,每个角色都有专属卡牌。 进入战斗后所有角色的卡牌会混到一起来抽取,每回合有6点能量,敌人的意图会显示出来,这部分和《杀戮尖塔》类似。 不同的是本作不会自动弃牌,抽到新的牌后,最左侧的牌则会弃置,因此卡牌管理方式也有所不同。 每个角色还有个主动技能,通过打出特定数量的牌来充能,充能完毕后右键弃牌便可发动技能,灵活运用这些技能是高难度战斗获胜的关键。 此外本作还有个槽位设定,不同的槽位效果也不一样。 游玩下来,感觉部分内容还能再优化下,比如教程可以再详细点、技能的充能多点提示、不需要鼠标悬浮也能看到卡牌效果等。 目前体验下来,《三终罪》还是挺有想法的,策略规划和以往的卡牌不一样,玩起来挺新奇的,美术风格也有自己的特色,期待下一步更新。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
一句话:把“小队协同”塞进“牌组构筑”的核心循环里,《三终罪》把每一回合都变成了三人接力的解题时刻,既有杀戮尖塔式的构筑快感,也有战棋思维的纵深。 我最喜欢的是战斗节奏与出牌顺序的博弈。你要在三名角色之间分配资源与手牌:谁先上状态、谁吃到强化、谁完成收割,每一步都会影响后续卡牌的收益。角色定位清晰,互相“喂牌”“接力”的那种协同感很强,打出一套顺手的连锁时非常爽。构筑上既可以围绕单个角色做极限堆叠,也能尝试“三角循环”——A上增益、B打输出、C控场或过牌,形成稳定的回合节拍。 地图与随机事件承接得也不错。事件里常见的“风险—收益”抉择,会直接改变你当下的卡组曲线或角色成长方向;偶尔为了博一张关键卡而承担代价,失败与成功都能带来故事记忆点。主线围绕“寻找过去、破解时空之谜”,叙事并不喧宾夺主,但足够作为你继续重开的动力。 难度曲线前松后紧:入门容易,上手后真正的门槛在“卡组瘦身”和“三人节拍”的掌控。每次新跑团都能用不同组合试水,重玩价值来自卡池理解的加深与事件路线的尝试。喜欢自我迭代型Roguelike的玩家,会越玩越顺。 可以再打磨的地方: 新手引导若能多给几种典型协同范式(如“增益—爆发—收尾”的演示),上手会更快。 个别卡的强度边界略极端,导致某些流派成型后过于稳定,期待后续逐步微调。 事件文本与变体若再多些惊喜,会更耐刷。 总评:强烈推荐给“回合制牌组构筑”与“小队策略”爱好者。如果你喜欢边打边思考、把一次回合拆成数个小决策的手感,这款游戏会很合胃口;若你偏好纯数值碾压或实时操作,它可能没有那么对味。整体完成度、手感与策略厚度都在线,值得加入愿望单并亲自上手一跑。
三个职业混合牌组确实比较新颖,但是在选人界面可否添加随意收放人物和人物随意调换位置,玩的稍微少了一点不知道游戏内事件可不可以人物调换位置,感觉会增加局内可玩性 教程方面觉得没必要单独在主界面增加按钮,第一次游戏时弹窗选择会不会更好一点,如果害怕错过教程则在选项里添加教程开关即可
[h2] 三罪并罚[/h2] 三小只的奇妙冒险,这是一款非常有意思的肉鸽冒险卡牌游戏,在这里我们将要成为小队的指挥者,带领它们不断向着未知探索下去,挑战强大的怪物,在商店购买补给,进行各种装备升级变强,还有各种数不胜数的随机事件,让我们一起来感受一下这场有趣的冒险之旅吧。 [h2] 还得是卡牌战斗[/h2] 游戏里最核心的环节还依旧是战斗环节,经典的卡牌对战,我们可以通过消耗点数打出卡牌,不同的卡牌消耗点数都有所不同,我们要通过不断调整自己的牌组,就像是流派一样,每次尝试不同的都很有意思。我们的目标就是不断地唱闯关下去,不断地享受卡牌所带来的神奇,不同的卡牌之间还可以形成联动的效果,我们会不断去尝试体验,真的是很不错的感觉。 三人小队中,每位角色都有着属于自己的作用,那是红衣战士,他的能力就是可以将卡牌气质并替换为抽牌堆中的一张攻击牌,而绿衣剑士则是可以弃一张再抽一张,而最后的蓝衣法师则是弃一张再抽一张自己的卡牌,当然游戏除了这些角色以外还设计了许多其他的角色,这些就留着给玩家们自己去这些天赋都是限制的,每个回合只能使用一次。 [h2] 像素复古美学[/h2] 游戏中整体的场景画面十分有趣,不同于其他常规的卡牌游戏,本作所采用的画面表现是偏向以前复古老游戏的风格,以黑色作为主要色调,其他则是偏过饱和的色调搭配,在以像素的方式呈现出来,这种感觉还是挺有意思的,每一次探索都很有曾经的体验感。 [h2] 特色环节[/h2] 而游戏也为了帮助我们有更好的体验,特地做了许多贴心的小设计,就比如我们是可以在战斗的过程中了解敌人的下一步动态,有攻击动作就会将对应的展示,告诉我们受攻击的目标是谁。接着为了让我们能更好地找到,自己所要使用角色的卡牌。游戏上特地根据我们说使用的角色和其所使用对应颜色,在卡牌上就是使用了对应颜色,这样就能在战斗的时候帮助我们快速找牌。 甚至还有一个特色设计,那就是卡牌重心,我们可以通过查看每张卡牌的重心,就能知道这张牌被使用以后会移动什么地方,是来到了卡牌的最前面,还是最后面,或者是原地不动,这个设定有利于我们调整手牌中核心卡牌的位置。除了这些游戏的设计还有很多,对于帮助整体的游玩有着很大的作用。 随机式的关卡,对于整体游戏体验的丰富带来了很大的帮助,我们不仅仅可以体验到战斗的刺激,还能感受到战斗以外所带来的快乐,各种随机事件隐藏着机遇以及风险,我们要在此做出自己的抉择,这种未知的体验也很有趣。 [h2] 总结[/h2] 一款非常有意思的独立游戏,卡牌的相互组合以及特色内容,让我们体验到战斗的刺激,感受不断成长变强所带来成就感,还是挺推荐一些喜欢这种类型的玩家尝试体验一下。
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