
Ouvbane, a vicious demonic trickster, has come back to life. And only Cauflin can stop him. Why? Because why not? He doesn't really want to. He'd rather stay home, but Ouvbane took his wife. And she brings home the bacon. And Cauflin really doesn't want to get a job.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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操作性很差,字體難閱讀,請恕我放棄...
Такое себе
Volkstein, created by Andrew Augustine, Zach Augustine, and Alex Bade and published by Monkeystein Games, is a small-scale indie platformer that mixes light role-playing elements with a comedic fantasy narrative, resulting in an experience that feels more focused on personality than technical depth. It presents itself as a traditional adventure on the surface, but quickly reveals a more playful and unconventional tone that sets it apart from more serious entries in the genre. Rather than aiming for complexity or polish, it leans into simplicity and humor, creating a game that is easy to approach but not always consistently engaging. The story centers on Cauflin, an unlikely protagonist whose motivations are far removed from the typical heroic journey. When his wife is taken by a chaotic and unpredictable antagonist, he is forced into action, though his reasons for doing so are often rooted more in personal convenience than noble intent. This shift in perspective gives the narrative a distinct flavor, as it avoids the usual tropes of destiny and heroism in favor of something more self-aware and comedic. Dialogue and character interactions often emphasize this tone, delivering moments that feel intentionally absurd and occasionally surprising. Gameplay is built around a combination of side-scrolling platforming and basic RPG progression. Players move through a series of areas, encountering enemies, overcoming obstacles, and gradually improving their character through leveling and stat upgrades. The mechanics are straightforward, making it easy to understand and play without a steep learning curve. Combat is simple and functional, relying on a small set of abilities that do not evolve significantly over time. While this accessibility is a strength, it also means that the gameplay can begin to feel repetitive, especially during longer sessions where new mechanics are introduced sparingly. Exploration provides some variation, with different environments offering changes in visual theme and enemy types. The world is not particularly large or complex, but it includes enough diversity to prevent the experience from feeling entirely static. Encounters with unusual enemies and eccentric characters reinforce the game’s offbeat tone, contributing to its identity even when the underlying gameplay remains familiar. However, the level design tends to follow a linear structure, limiting opportunities for deeper exploration or player-driven discovery. The game’s humor is one of its defining features, shaping both the narrative and the overall experience. It frequently leans into absurdity, using exaggerated situations and unconventional dialogue to create a lighthearted atmosphere. For players who appreciate this style, it can add a layer of charm that makes the journey more enjoyable. At the same time, the humor may not resonate with everyone, and its effectiveness can vary depending on individual preference. Visually, Volkstein adopts a simple pixel-based presentation that reflects its indie origins. The graphics are functional and easy to read, but they lack the detail and refinement found in more polished titles. Character designs and environments are serviceable, supporting the gameplay without drawing significant attention to themselves. This simplicity allows the game to remain accessible, though it also means it does not stand out visually within the genre. Sound design follows a similarly modest approach, providing basic audio cues and background music that complement the gameplay without becoming a focal point. The soundtrack fits the tone of the game but does not leave a lasting impression, serving primarily as a backdrop to the action. While it supports the experience adequately, it does little to elevate it beyond its core mechanics. Pacing is steady and consistent, with progression moving forward at a predictable rate. The inclusion of leveling and upgrades gives players a sense of growth, but these systems do not significantly alter how the game is played. Over time, the repetition of combat and platforming becomes more noticeable, particularly due to the limited variety in mechanics and encounters. This can reduce long-term engagement, especially for players seeking a more dynamic experience. Ultimately, Volkstein is a modest indie project that succeeds in establishing a unique tone and identity, even if it falls short in terms of depth and refinement. It offers a straightforward and occasionally entertaining journey that is best suited for players who enjoy simple gameplay and unconventional humor. While it may not leave a lasting impact or compete with more polished titles, it provides a distinct experience that reflects the creativity and personality of its developers. Rating: 6/10
白嫖怪来了
游戏一般般画面一般般
................................无话可说
+1 有成就 没中文 沃尔克斯坦 故事 在沃尔克斯坦大陆,一股曾被禁锢于黑暗以太中的邪恶势力卷土重来,四处散播混乱与毁灭。他就是乌夫班,而他的愤怒并非毫无缘由 —— 毕竟,他已经在夹缝中被囚禁了数千年。 这一切,仅仅是因为他想让世界变得更 “有趣” 一点。 在沙漠里搞研究有什么意思?不如把那里的独眼巨人变成食人怪物,给它们配上统一长袍,再创立一个邪教? 掌管城镇的仁慈男爵又有什么好在乎的?乌夫班干脆让他染上兽化病,把他和镇民全都变成可怖者,这样才好玩得多! 心满意足的乌夫班继续搞事: 他让一名女巫掌管了全是男性的术士大学,囚禁了山顶部族,还把一只外星生物投放到达尔科领地。 而且这一切,他都还没绑架任何漂亮女孩呢。 但契约规定,他必须绑架一个女孩。 于是他照做了,只是…… 绑错了人。 他掳走的是考夫林的妻子。 考夫林既不是强大的战士,也从没学过半点魔法,甚至连剑都没碰过。他从未闯荡四方,从未在荒野求生,连一只苍蝇都没杀过。 他只是个作家,或者说,一个 ** wannabe 作家 **,正在埋头写一部《沃尔克斯坦伟大小说》。 妻子被掳走后,他望向窗外,才意识到最可怕的事: 他必须去找一份真正的工作了…… 妻子一直是家里的经济支柱,赚钱养家、买培根和啤酒的都是她。 他甚至连去哪儿买这些东西都不知道! 走投无路之下,考夫林只能离开家,踏上寻妻之路。 一路上,他会遭遇怪物、疯子、诡异的球体怪、踩高跷扮鬼的强盗、真正的牛头人、各式各样的蝙蝠,还有一群精神多少有点不正常的 BOSS。 甚至…… 还会遇到他的前女友! 他能拯救自己安逸的生活、救回妻子,并最终写完那本小说吗? 还是会因为内心认定自己会失败而直接放弃?他经常这样。 而且仔细想想,这趟冒险要走的路也太多了,几乎要横穿整个国家。 他说不定干脆就待在家里,或者直接当个流浪汉。 谁知道呢。 玩法 《沃尔克斯坦》是一款传统 2D 平台跳跃游戏,并融合了轻度 RPG 元素。 你可以自定义升级方向,每次升级都能选择提升生命值、近战伤害、护甲或魔法强度。 游戏内共有8 种不同盔甲、多款刀剑与多种法术分布在大陆各地。 每一片区域风格独特,也拥有各自专属的挑战。 游戏灵感始于《洛克人》,并延伸至《上古卷轴 3:晨风》。
♥♥♥♥
오랜만에 굉장히 불쾌한 경험 했습니다. 마치 양치를 하고 귤을 먹은 뒤에 멘토스에 콜라를 섞어먹는 기분이었구요. 많은 분들이 이 겜 접하셔서 똑같은 기분을 느끼셧음 좋겠습니다. 평점 10점 만점에 8.5점 드리겠습니다.
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