
Lost in darkness, a boy drawn into a twisted dream, no way out. Vapor World: Over The Mind is a narrative-driven souls-like platformer focused on deflection combat. Descend into a shattered mind seeking lost memories. Face the dark, beautiful world born of sorrow and regret.
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About
Countless dreams, bled into a vast world. A sea, deep within the mind. It is called the Vapor World. Sorrow becomes the beast, guilt the prison, and some live out an eternity inside their nightmares.
In the unfathomable abyss of this dream, you awaken as the Last Awakened One. Wake the Sleeping Ones, and this world will collapse at last, freeing you to return to reality.
Lost and corrupted by the Id, the boy is you. In the deepest of dreams, everything you lost awaits. Wake every last Sleeping One, and face the truth buried below.
Extract the Embers, Defeat the Projections
Deflect an enemy's strike, and force a Crack Break. Extract the ember the defenseless projection lays bare, with the power of the Id.
Explore a Mind Shaped by Sorrow and Regret
The layers of the dream are joined as one seamless, borderless world. Reclaim your lost powers with the embers the projections leave behind. Then venture into the deepest reaches of this world.
Recall Forgotten Skills, Grow Stronger
With every useful tool brought back, more becomes possible at the workbench. Read the scattered records to recall forgotten skills, and let the symbols the Sleeping Ones left behind take root in you, to project them in battle.
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Engagement
Reviews
Themes across 88 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
8/19 拉完了,AI的剧情过场,画质也拉,操作手感也拉。 8/20 这个游戏的开发制作组很快给了回应,我再次体验了一下,首先AI过场确实是删了,瞬间感觉好一些,不过这个游戏还需要打磨。血条什么条不能做个别的颜色吗?全是灰色的。
[h1]还有很长一段路要走的《蒸汽世界》[/h1] [h2] 好评不是打给游戏的,而是这个题材,希望不要埋没。[/h2] 怎么说呢?我感觉游戏的题材非常好,能看出来开发商想塑造一个充满科幻、充满未来的整体世界,然而在实际体验下来是确实有点差强人意。 游戏虽说介绍的是一个叙事驱动的 2D 类魂游戏,同时以格挡反击为核心法则,在过程中寻找遗失的记忆碎片,最终面对结局。 但是怎么说呢?谈谈感受吧。 首先是地图的设计,地图的设计缺少一定的层次,一个好的游戏其实是它在不断探索,是那种非线性的地图。 主要的就是考虑各个地图之间的穿梭以及解密能力。 但是实际上《蒸汽世界》的地图很简单很直白,这个不能说好坏吧,只能说如果说是想要出彩的话,地图其实算是一个很重要的点。 而另外一方面,就说说玩家的战斗吧。 战斗方面主打的是一个格挡+攻击,攻击手感还算凑合,但是格挡其实非常考验时间的判定,不能我格挡了却没成功,每次都挡不住人就不想用了。 如果是以一个以格挡为主的游戏,那这个格挡的实际判定以及动画效果一定是非常重要的。 可以看出,游戏目前其实还是一个类似于抢先体验环节,距离一个成品且非常优秀的游戏还有一段很长的路要走。 好的想法、好的题材是一方面,如何打磨细节,让游戏的内容更加丰富且有特色,这才是目前开发商应该思考的地方。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
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Languages: English, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 88 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
失忆少年被困在实体化的噩梦世界之中,之后他又将何去何从?《蒸汽世界》一款叙事驱动的2D类魂动作游戏,目前处于抢先体验阶段提前推出,之前看到STEAM商店页面时我就已经放进了愿望单之中,究竟游戏体验起来到底怎样,让我们一起来看看吧 游戏整体更加偏向于硬核战斗的风格,除了基础的操作设计之外,我们可以进行蹲伏潜行,来规避一些不必要的战斗。也可以尝试偷袭敌人的背身,达成一招秒杀的效果。还可以直接正面硬刚,连续格挡抵抗敌人的疯狂砍击,翻滚直接拉开身位,站到敌人身后。我们可以自由尝试,直到养成属于自己的战斗风格,另外一提,游戏对于暗杀偷袭的判定区域很宽松,只要蹲在草丛中就能不被敌人发现,非常适合刚接触这种类型的新手玩家。 而让我个人感觉最特别的不是这些丰富的战斗技巧,是这些被称为镜像体的敌人,在本作的设定下梦境世界所存在的所有实体都是这样,它们所拥有的共同点则是在没有破坏身体内唯一的生命核心,火种,它们就是不死不灭的存在。所以我们需要在战斗中使用自己那只被伊德之力所侵染的手臂,在敌人最脆弱的时候直接一把抓住那团燃烧在身体内部的火种,让其永远沉睡下去,制作组特地为此设计了大量的终结动画效果,让玩家沉浸于每一次招式的博弈之中,每一次的斩首动画同样也是那么的让人沉迷。 此外游戏在战斗玩法上大幅度增加了剧情的沉浸感设置,各种穿插在战斗之中的动画CG都能带给玩家全新的感受,想要逃离这片由创伤与悔恨凝聚而成的梦境世界,就必须击败这些由内心创伤所化的怪物,一点点找回遗失的记忆碎片,这有点像是另一款游戏《盐与避难所》的美术风格。广阔连贯的非线性梦境地图,废墟、畸变幻境、残破建筑层层相连,存在大量不同的分支道路以及秘密区域,整个场景中有许多不可思议的现象,能感觉出制作组为了构造出那种梦境的特性。 可能由于目前游戏处于抢先体验阶段的原因,在角色动作上的打磨深度还需要进一步提升,个人感觉打击感以及弹刀手感上面还不错,但是一开始走路就有点怪怪的,仿佛像是世界流速一下子放缓了一样,这点在游玩过程中的表现是很明显的,希望制作组能针对性地进行一下优化。 总的来说,对于本作目前的表现来说,优点与缺点都是存在的,但本作有很大的潜力空间,制作组有认真听取玩家的建议进行优化,这点是十分珍贵,此外多样化的养成元素能带给玩家持续游玩的热情,当然感兴趣的玩家也可以观望一下制作组后续的更新再做决定。 [quote] 亲亲亲!亲亲亲!噗铃噗铃!爱你爱你!姆尼姆尼!叻咯叻咯!姆拉姆拉![url=https://store.steampowered.com/curator/44515001]不动不动不动卿[/url]亲亲亲!亲亲亲!爱你爱你!姆尼姆尼!噗铃噗铃!波隆奴璐璐!叻咯叻咯! [/quote]
完整打通了这个demo,这也就意味着我已经退不了款了,总的来说我觉得单是美术就值得给个好评了,我太喜欢这种盐与避难所的雾蒙蒙的风格以及蒸汽朋克了,所以我必须给个好评 坏消息是啥?这游戏只剩一个美术能看了 主角全程拿着一个奇怪的巨大扳手进行作战,如果后期能够更换成军刀之类的帅气武器我相信会更好一些。但更令我无法忍受的是奇怪迟钝的战斗手感,作为类只狼的打铁游戏,制作组理应使得主角轻盈,但现在玩着总感觉十分笨重,不过处决的打击感确实很爽。游戏引导很不明确,工坊的改造需要装东西的设计显得有些意义不明,我花了一段时间也依然不理解升级回复hp的烟斗的道具为什么要放在一个要打碎的箱子里面 还有就是游戏开场的那几个cg居然是用ai生成的?请不要这样——哪怕你们在这个基础上稍加描改,也不要这么直接放上来,这会让本来精致的手绘画风显得很廉价
上挑手感和防御灵敏度键鼠设定太恶心了 这还只是最小的缺点
The game was really fun. First of all, what I liked most was the painterly art style. It has a unique design that you don’t often see in other games, so it left a strong impression on me. The bosses in particular had much more varied patterns than I expected. I felt that the boss mechanics were quite impressive, especially for an indie game. Among them, the Agent boss was particularly difficult, but also the most fun. I really enjoyed the fast-paced combat, and I thought the game’s hit feedback was also excellent. As for the AI cutscenes mentioned in several reviews, it seems they had already been removed by the time I played the game. Because of that, I didn’t really notice the typical AI-generated feel. Of course, I could just be less sensitive to it. I’m looking forward to seeing what kinds of bosses and maps will be added in future updates. Overall, I had a great time playing the game, and I’m excited to see how it continues to develop with future updates.
Manque beaucoup de chose, j'ai hâte de découvrir comment le jeu va évoluer, DA très sympathique ! Gameplay cool
其實玩起也沒有很差,格檔的反饋還是不錯的。製作方也很努力在修正,給個好評吧!
in its current shape, I cant recommend it, though I'd one day like to. first things first, I was interested in this game but gave it a hard pass when the heavy AI usage was revealed and only bought it when the devs removed the AI from it. .....except that's not true. they removed the AI cutscenes (which I'm told were awful anyway) but they for some reason kept the AI voice acting? even if I wasn't against AI, the voice over is absolutely awful and if the devs insist on keeping this trash in game, at least give me an option to turn the voice overs off. I would legitimately prefer no voice at all to this. every character sounds uninterested in conversation they are in and it really takes away from the game. onto the actual combat; its good when it works, but its trying too hard to be sekiro. Sekiro had a poise/stance meter that you dealt damage to in order to stagger enemies to deal a killing blow. the same works here. except in sekiro, you also had a health meter. which you for some reason don't in vapor world? I cant tell you the number of times I was fighting a boss and got hit and just went down, with me not knowing i was even CLOSE to death. you get a lil estus flask type thing but it takes so long to use and i don't even know if I'm using it properly since again, I cant see my health. Vapor World is a neat Idea and a neat aesthetic, but you need more than those to make a good game. once it seems some gameplay polish and hopefully more AI removal, I will say yes. but for now, wait and see.
TLDR: 로드맵이 완료되고 구입해야할 게임(3/10) 앞서해보기 출시를 굉장히 기대했으나 실상은 데모에서 보스 하나가 늘어난 수준인 상태였다. 물론 여러가지 사정이 있겠지만 데모도 아니고 얼액-정식으로 게임을 출시하고 유료로 판매를 하는 시점에서 이는 굉장히 안타까운 일이라고 생각한다. 이럴거면 데모를 차라리 유지하고 어느정도 스테이지가 만들어진 시점에서 얼액을 시작하는게 낫지 않았을까? 물론 로드맵대로 개발이 완료되면 나쁘지 않을 게임이라는 생각은 가지고 있다. 그러나 지금 이 시점에서 게임에 대해 평가를 해보자면 얼액 출시전에 로드맵에 대한 이야기도 없었으며 게임은 덜컥 출시가 되었으며, 현재 만들어진 상태 특히 분량에 대해서 평가를 내릴 수 밖에 없다고 생각한다. AI 사용이나 그런건 둘째치고 데모와 차이 없는 이 내용을... 나쁘지 않은 그래픽이나 액션성 모든걸 집어 삼켜버린 분량을... 최소 어느정도에 도달(특정 보스)하면 '이정도까지가 제작된 분량이다'라고 최소한 설명이나 뭐라도 있었으면 이렇진... 않진 않겠지 그렇다고 분량이 늘어나는건 아니니까... 얼액이라는 이름 아래 이렇게 출시되는건 좀 아니라고 개인적으로 생각한다. 로드맵이 100% 지켜지면 나쁘지 않을 게임이겠지만 지금은 이 가격대에 추천할 수 없는 게임이 되어버렸다.
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