
This is Granfesta Kingdom. A land near the sea, with rich foreign trade. On account of its location and magnanimous, festival-loving King, it's a peaceful place where many races coexist. Our story begins with the capital of Granfesta... ...off in the background, in the rural town of Country Ceremo.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 34 reviews with recorded playtime.
Reviews
Cute little turn-based tactics game [i]heavily[/i] inspired by Fire Emblem, particularly the older GBA iterations. Compared to more recent titles, it's stripped down a bit. Only real complaint is the music sometimes gets repetitive, and like any good indie game it's a little janky in odd ways (moving units for example). "What the hell is Fire Emblem, though?", someone might ask (maybe). You have a static army of units and move them turn by turn on a grid-based battlefield to elimiate the enemy, or perhaps win some other way. Every unit is a character with their own art, personality, and different stats. In one regard though, it diverges from the old Fire Emblems and does not feature perma-death. I found it to be fairly forgiving on normal mode, aside from a couple of chapters where the pressure is kicked up. Apparently hard mode is brutal, though.
很不錯的戰棋類遊戲 優點: 男主角職業是放陷阱的(罠の騎士),戰棋類遊戲少見職業 職業特色,同種職業最多兩個,同職業也會有能力上的差異,在特定情況下作用不同 規則簡單,數值相減就是傷害,計算方便、策略性重 武器/法術是消耗品(初始裝備每章回復),限制高級武器/法術的使用次數 過關條件不是單調的全滅敵人,部分關卡有些不同的過關條件 有困難模式可挑戰 缺點: 因為傷害是數值相減,容易產生0點傷害的情況 部分職業只剩職業特色,例如盜賊只能開寶箱和翼人飛行撿物品,戰鬥中無用處(因為傷害0) 沒有中文版本,雖然大部分看漢字可懂,但某些關卡的過關條件無法只靠漢字看懂
This is a really well made turn base strategy game. If you like Fire Emblem, Wesnoth, or FFTactics then consider getting this game. Each map's scenarios are designed quite well and is very challenging on Hard, much more than typical Fire Emblem maps. The game also features some well made unique features (traps, like the name suggests) and each unit has a role to play. It's not possible to just buff up your main units like in FE and solo maps. Generally on PC it is rare to find a well made TBS game (at least in English) so I highly recommend this :)
ほのぼのファンタジー世界を舞台としたFEベースのSRPG 全20ステージでセーブデータのクリア時間は6時間程度でした デスペナ等はないですが、プレイスタイル(キャラが撤退したらリセット)等を貫くならば倍近くはかかるでしょう 罠を使って大量の敵に挑む!というコンセプトではありますが、 罠を扱えるのが主人公のみ、かつ初期装備の罠以外はキャラとの絆を深めないと手に入らないこと 装備できる罠の数も多くないことから、正直そこまで「罠を駆使する!」といったイメージはありません。 初期装備のとらばさみは必須級ですが、それ以外はNormalでクリアするだけなら不要です。 バランスはよく寝られており、適度に頭を使いながらも快適プレイで出来ます。 ラスト2章は苦戦しましたが、最後くらいはこのくらいあったほうが面白いでしょう。 個人的に残念だったのはストーリー ほのぼのハートフルがテーマではあるのでしょうが、それを踏まえていてもあまりに盛り上がりに欠け、 つまらなかった、としか言いようがありません キャラが無駄に多く、どうでもいいキャラが多いのもいただけません。 絵が可愛いだけに、次回作があるならこの辺りをもう少し工夫していただきたいと思います。 シナリオはともかく、ゲームとしての完成度は高いと思います お手軽なSRPGを求める人は遊んでみてもよいのではないでしょうか。
Estuve buscando durante un largo tiempo juegos similares a Fire Emblem para PC. Me enganche con dicha saga jugando Path of Radiance (2005) y Radiant Dawn (2007), en sus respectivas consolas, aunque también disfrute la historia y jugabilidad de Fire Emblem (2003) y The Sacred Stones (2005), pese a su enorme diferencia gráfica al tratarse de títulos para portátiles, por lo tanto, se lo que digo cuando recomiendo este juego. - Tiene una curva de aprendizaje relativamente sencilla sino jugaste a ningún fire emblem, pero si eres fan de los TRPG simplemente te sentirás como en casa. - Los personajes si bien no son nada destacables por su originalidad, tienen buen carisma y personalidad, si eres fan de anime los encontrarás cliché, pero sin duda logran su cometido. No los llamaría mediocres, pero tampoco son lo más destacable del juego. - La calidad gráfica es como de consola portátil, nada del otro mundo, colores llamativos, decoración sencilla, por lo regular mapas bien diseñados para el género, con alguna que otra irregularidad visual en el terreno; sin embargo, nada que reprochar en este apartado. - El precio me parece bastante justo, pues si bien no he terminado la historia, he leído en otros análisis que se trata de un juego corto, imagino que saltando los diálogos no debe durar más de 8 horas, aunque obviamente es un estimado tomando en cuenta el tiempo de juego de quienes afirman lo anterior. - Los diálogos y la historia en general son tremendamente cliché de los JRPG; empero, aun cuando la línea temporal es previsible recurriendo a tropos sobre utilizados, no queda duda que cumple los requisitos suficientes como para no omitirla. En conclusión, no esperes el juego del año, ni deberías adquirir este título sino te gusta el género, pues seguramente este juego no te hará cambiar de opinión. No obstante, lo recomiendo abiertamente, pues sin lugar a dudas es una excelente alternativa, seguramente tendrás unas cuantas horas de diversión y la historia incluso logrará sacarte alguna que otra sonrisa.
Trapper Knight, Sharpshooter Princess macht Spaß und die Kampfmechanik ist gut gestaltet. Was das angeht, muss es sich nicht hinter großen und namhaften Titeln des Genres verstecken. Die Handlung hingegen ist etwas kurz geraten und schwächelt leicht. Die große Wendung oder Überraschung bleibt hier irgendwie aus. Trotzdem bietet es gute Unterhaltung für ein paar Stunden und wer gerne SRPGs spielt, wird hier durchaus auf seine Kosten kommen. Mir hat es zumindest gut gefallen. [url=https://pantsu.de/2017/05/game-review-trapper-knight-sharpshooter-princess/]Ein ausführliches Review gibt es hier.[/url]
Trapper Knight, Sharpshooter Princess is a compact yet thoughtfully designed tactical role-playing game developed by desunoya and published by Sekai Project that leans heavily into classic grid-based strategy traditions while maintaining a light, approachable tone. At its heart, the game is clearly inspired by older tactical RPGs, particularly the Fire Emblem lineage, but it avoids attempting to match their scale or complexity. Instead, it focuses on delivering a concise, character-driven campaign where careful positioning, smart use of terrain, and unit synergy matter more than overwhelming systems or excessive customization. The story is set in the Granfesta Kingdom and begins on a modest, almost slice-of-life note. You are introduced to Gritz, a young mercenary who specializes in trap setting, and Leah, a quiet but deadly archer who is secretly a princess traveling incognito. Their chance meeting quickly escalates into a broader adventure involving bandits, political tension, and the gradual uncovering of Leah’s true identity. The narrative doesn’t aim for grand political intrigue or dark fantasy, instead favoring a cozy, often humorous fantasy tone that emphasizes camaraderie and small personal moments. This lighter approach makes the story easy to follow and helps the characters feel approachable, even if the plot itself remains relatively straightforward. Combat is where Trapper Knight, Sharpshooter Princess truly earns its appeal. Battles take place on grid-based maps where units move and act in turn, with clear emphasis on positioning and tactical awareness. Each character fulfills a distinct role, whether it’s melee combat, ranged support, or utility-based actions, and success often depends on how well these roles complement one another. Traps play an important thematic and mechanical role, allowing players to control enemy movement, punish reckless advances, and create advantageous situations without relying purely on raw damage. This encourages thoughtful planning and rewards players who pay attention to enemy behavior and map layout. The game is notably balanced around using your full party rather than funneling experience into a single overpowered unit. Grinding is de-emphasized, and encounters are designed so that smart positioning and coordination matter more than inflated stats. While this makes battles feel fair and engaging, it also means the progression system is relatively simple. There are no elaborate class trees or branching promotions, which may disappoint players looking for deep customization, but this simplicity also keeps the focus firmly on tactical decision-making rather than menu management. Character interactions and dialogue add charm between battles, giving personality to the cast without overwhelming the pacing. Each party member has a clear archetype and role in the group, and while their development is modest, the writing gives them enough individuality to remain memorable. The tone stays consistently lighthearted, occasionally playful, and rarely strays into melodrama. This makes the game feel comfortable and welcoming, particularly for players who want a tactical RPG that doesn’t demand an enormous emotional or time investment. Visually, the game adopts a clean, anime-inspired pixel art style that fits its scope well. Character sprites are expressive, environments are readable, and the overall presentation prioritizes clarity during combat. Animations are simple but effective, ensuring that enemy actions and player moves are easy to track. The soundtrack supports the experience with pleasant fantasy themes, though repetition can set in during longer play sessions due to the game’s relatively small musical library. Still, the audiovisual presentation consistently supports the gameplay without distracting from it. The campaign length is fairly modest, often taking under a dozen hours to complete, which works in the game’s favor. Rather than overstaying its welcome, Trapper Knight, Sharpshooter Princess delivers a focused experience that respects the player’s time. Difficulty settings offer some replay value, and tactical RPG fans may enjoy revisiting battles to optimize strategies, but the game is not designed as an endlessly replayable sandbox. Overall, Trapper Knight, Sharpshooter Princess stands as a charming, well-crafted tactical RPG that succeeds through restraint rather than ambition. It doesn’t attempt to reinvent the genre, but it executes its ideas with care, offering satisfying battles, likable characters, and a relaxed fantasy atmosphere. For players who enjoy classic grid-based strategy games and are looking for a shorter, more approachable experience without sacrificing meaningful tactical depth, it provides a warm and rewarding journey that feels confident in its simplicity. Rating: 6/10
Довольно приятная и интересная (с точки зрения механик) и забавная (с точки зрения сюжета) JRPG, которая по моему субъективному мнению мнению является одной из лучших подобных игр в стиме (по крайней мере из числа тех, в которые я играл). Тут вам и разнообразные персонажи, каждый из которых уникален и имеет свою индивидуальную функцию на поел боя. Тут вам и Главный герой, который, являясь тем самым мастером ловушек из названия, изобретает новые ловушки по ходу игры, которые зависят от его отношения с другими персонажами. К слову, дело не ограничивается только ловушками - часть персонажей способна сделать себе или другу некоторые предметы опять же в зависимости от репутации с тем или иным персонажем. Тут стоит упомянуть, что оружие в игре имеет определенное количество зарядов и (за исключением базового) пропадает при поломке (прочность доходит до 0). При этом в игре во время боя на карте можно зайти в домики и получить что-то полезное или просто собрать что-то, бесхозно лежащее на поле боя (а такого на некоторых картах немало). Также стоит отметить, что в персонажи в игре имеют характер и историю и изменения репутации между персонажами ведут к срабатыванию событий и диалогам между ними. В общем любителям этого жанра рекомендую игру к ознакомлению.
Cute turn based strategy in the footsteps of Fire Emblem. The tactical layer is spiced up by the addition of traps, and this does enough to make combat feel distinct. I like that perma death is not a feature of this game, I hated it in Fire Emblem, and it lets the game sometimes throw an unfair challenge at you without the risk of you losing too many characters and sinking your campaign going forward. The story is competently made, although not too deep. All in worth the money. You'll get a solid 10-15 hours out of this.
さすがですのや☆といった難易度でした いきなりHARD選んだからなんですけどね 基本システムはFEですが、ですNOさんの秀逸なゲームバランスで大変やりごたえのある内容となっています 罠を有効的に使わないと詰みますが、詰将棋的に考え行動するとHARDでも全クリできますので、パズル好きな人にはたまらないかも
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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