
Ever wanted to manage a team of 3 hot heroines that go on adventures across the colorful RPG world of Balahar while leveling up, gearing up and recruiting new heroines along the way?
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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放置了 但没完全放置 还需要手动 挂机了 但没完全挂机 还需要加点 爆肝了 但没完全爆肝 还需要转生 不追求全成就的话 随便玩玩得勒 ——可恶 为什么这个游戏停售了..
A submissive witch on all fours saying "Thank you Daddy!" when you are giving her better gear. Never seen such an friendly NPC in a video game. How she is looking up to you with her big eyes when she is talking to you. All the other dialogues are also better than anything Fallout76 or Anthem could offer to you. Bioware or Bethesda should hire these guys to make their games great again!
[h1] Grind chato e cansativo, sem customização e sem sentimento de progresso [/h1] É um daqueles jogos que você só clica pra começar e deixa ele agir sozinho, clicando só pra dar upgrade aqui ou ali, tipo Adventure Capitalism, mas no caso é focado em combate em um mundo de RPG -Eu peguei o jogo por ter visto os sprites de combate, eles até que são bonitinhos, por exemplo, a primeira screenshot da página da loja, onde as personagens estão no mundo de doces e o GIF que tem na descrição do jogo logo abaixo da opção de comprar. Porém, assim que abri o jogo já fiquei meio 'Meh'. Os sprites de combate são bonitinhos até, mas a Arte das personagens em si são HORROROSAS. São muito desproporcionais e com o rosto esquisito. E por algum motivo personagens como a 'Blue' e 'Orabelle' foram desenhadas com o corpo todo quebrado só pra ficar com o rabo pra cima. -Esse tipo de jogo o Grind é fato, um dos meus gêneros preferidos é RPG, eu gosto de Grindar quando é bem feito no jogo. O Grind aqui foi feito assim: O estágio é level 90-98? Então você só vai conseguir se grindar até o level e equipamentos 30 vezes maior e ainda assim pode morrer. É muito cansativo ter que repetir o mesmo estágio várias vezes pra poder passar de 1 e saber que no próximo vai ter que fazer a mesma coisa, só que no estágio que acabou de vencer. -Personagens estão ali por estar e são totalmente sem carisma - Você pode coletar mais garotas durante a gameplay, mas só pode ter 3 na equipe de uma vez, até ai ok. O problema é que praticamente são todas iguais, só muda uma skill ou outra. Você pode distribuir pontos, mas não faz diferença, pois em combate todas se jogam e são atacadas igualmente, não tem formação ou função. Vão bater todas de uma vez e hora ou outra cada uma vai usar sua skill, que é quase sempre 'vai atacar o inimigo X vezes' ou 'vai atacar X inimigos de uma vez'. -Inventário horrivel, acumula itens inuteis com facilidade e você tem que passar o mouse em 1 por 1 pra saber qual vc talvez queira de usar. Ao menos tem um botão pra reciclar todos de uma vez. +Como disse antes, ao menos as artes de combate são bonitas. Os sprites das garotas in-game e dos monstros são bons, mesmo a animação delas sendo meio 'mal encaixadas'. Existem jogos no estilo melhores, que permitem mais customização, arte melhor e grind menos enjoativo, Great Hero's Beard e Ultra Savage por exemplo. Achei realmente zoado a parada da arte, como falei da Orabelle, que in-game tem sprite mo fofin, mas na Arte ela ta com a cara horrivel e com a bunda pra cima toda torta. Digamos que eu recebi pelo que paguei, R$1,79 Recomendo checar os outros que citei, mas sinta-se livre para concordar ou discordar da análise.
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Hours played at review time, across 43 reviews with recorded playtime.
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XP Girls isn't really a clicker, as there isn't any clicking to do. You send a team of three to a battlefield, they kill a few waves of monsters, then head back to camp. XP Girls isn't really an idle game, as the battles aren't even long enough to go wash the dishes. Well, I assume that, but as someone who doesn't even need to do dishes, I don't really know. After dinner, I simply place the dirty plate on the floor, and later I come back to find it spotless! I guess its some magnetic field in this house or something. I was going to set up a camera to record what happens, but the cats kept knocking it over. XP Girls is an RPG, replete with gear, stats, perks, levels, gear with stats, levels with perks, and gear with stat level perks. It is also a very fast paced game. Once you get going, and turn the speed up, the battles don't even take a minute, leaving you to simply sort through the gear you got, allocate your stats, assign your perks, and head back out to do it again. A lot. For once a character gets to level 60, you can have them reborn, starting back at level one, with no gear, yet having some bonus points. This part is very much like any idle/clicker, cycle round and round until you stop having fun. I played for twelve hours, and I'll never get the last achievement, as I just don't want to do everything I have so far two more times over. Yep. There are nine characters to choose from, and you can take three at a time. Honestly, after playing through it all with the first three, I don't feel like doing it again. But heck, twelve hours is pretty good for a game that was less than a buck. Sure beats washing dishes.
Not usually my type of game but it has plot so decided to check it out. It's actually not bad despite not really doing anything other than managing the characters. When you finish certain boss stages you unlock a random character. You can pick your first character from the 4 main ones they show in the screenshots. I went with the archer. You can get plenty of gear from killing monsters. You can equip it or grind it which fills a meter that will give you rare gear or skill points. Not much else to it really. Pick a stage. Watch the characters fight. Equip new gear and level stats and skills. Repeat. There is a rebirth system that unlocks alternate costumes and gives more stat points. It clears the map though but its not really an issue as long as you don't rebirth everyone at the same time.
在Steam这个庞大的数字货架上,每天都有无数小型游戏像气泡一样浮现、破裂、然后被遗忘。《XP Girls》便是其中之一——它曾短暂地出现在商店页面,凭借其直白的标签和颇具吸引力的缩略图,在特定社群中激起过一丝涟漪,随后便悄然停售,只留下一个“应开发者要求”下架的模糊背影,和一份由9位魔物娘构成的、未完成的数字遗产。 这是一款简单到几乎无需教学的游戏:点击屏幕,你的英雄便会自动攻击敌人;胜利后,你将获得战利品,并将其装备在英雄身上。在这套极简的“点击-放置-养成”循环之上,游戏披上了一层“魔物娘收集”的浪漫外衣,并点缀了那么一丝Roguelite的随机性——初始英雄的选择,试图为每位玩家提供一段独一无二的、与可爱怪物并肩作战的邂逅。 从某种意义上说,《XP Girls》精准地命中了一个小而确切的“痛点组合”:它为那些渴望轻松体验、厌恶复杂操作,同时又对特定美术风格抱有收集欲的玩家,提供了一款合格的“电子盆栽”。在工作的间隙,在等待的碎片时间里,点击几下,看着自己精心搭配装备的魔物娘自动清扫战场,确实能提供一种无需动脑的、低负担的满足感。它几乎是将“擦边球”视觉刺激与“放置游戏”解放双手的特性,进行了一次教科书式的乘法结合。 然而,所有将复杂度压缩到极致的游戏,都面临同一个终极审判:其内容的消耗速度,是否能慢于玩家厌倦感滋生的速度? 在这里,《XP Girls》交出了一份令人遗憾的答卷。9位英雄,有限的地图,构成了一个浅显的“内容水池”。当玩家解锁了全部魔物娘,并将核心循环体验过数遍之后,游戏便迅速暴露出其骨架。后期的“转生”机制,本应是Roguelite游戏延长生命周期的经典设计,在这里却更像是一个为掩盖内容空洞而设的“时间填充器”——将每个英雄升到200级的过程,与其说是挑战,不如说是一段旨在验证玩家忍耐力的重复劳动。 这正是《XP Girls》乃至同类小品游戏最具讽刺意味的“宿命悖论”:它因简单而吸引人,也因过于简单而迅速被抛弃。 它的所有优点(易上手、视觉吸引力、轻度养成)都精确地服务于“快速获取快乐”这一目的,但构建这些优点的系统,却没有为“持续提供快乐”储备足够的燃料。玩家像享受一份快餐般涌入,在快速消费完所有新鲜配料后,便毫不犹豫地转身离开,转向下一个目标。 更令人扼腕的是,这款游戏本不必如此。它所搭建的框架——一个基于魔物娘角色的轻度肉鸽放置系统——拥有显而易见的、巨大的扩展潜力。更多的英雄、更丰富的关卡主题、更具深度的装备搭配流派、乃至玩家社区驱动的创意工坊……每一条都是能够显著延长游戏生命线的可行路径。这让我们不得不思考一个更为根本的问题:在Steam的生态中,是什么决定了一款有潜力的小品游戏是最终成长为常青树,还是沦为匆匆过客? 答案往往残酷地指向资源、决心与一点点运气。《XP Girls》的停售与停止更新,像是一个无声的注脚,暗示着其背后可能面临的常见困境:独立开发者资源的枯竭、对市场反馈的误判、或是项目动力在初始热度消退后的自然消散。在竞争激烈的市场上,一个亮眼的核心创意只是拿到了入场券,而将其转化为可持续的产品,则需要另一套截然不同的、关于持续运营和内容迭代的“游戏设计”。 最终,《XP Girls》留给我们的,不仅仅是一份关于9位魔物娘的回忆。它更像一个精致的案例,展示了在“吸引眼球”与“留住人心”之间那道深刻的鸿沟。它证明了,即使是最直白的感官愉悦与最放松的玩法相结合,若没有足够的内容纵深作为支撑,也终究难以抵御时间的冲刷。它的悄然离场,是对所有类似项目的一个温和提醒:在这个时代,让玩家点下“开始游戏”或许不难,但如何让他们不舍得按下“退出”,才是真正的艺术。 优点: 1. 游戏操作简单,只要点击就能玩,你的英雄会自动干掉敌人,你要做的只是把赢得的战利品装备到英雄身上即可。 2. 所有你控制的英雄都是丰满的魔物娘。 3. 有那么一点点RogueLike要素,开局按照你自己的喜好选择一个英雄,后续解锁的英雄都是随机抽取的,每个玩家的经历各不相同。 缺点: 1. 女英雄数量一共9个,还是有点少了。 2. 关卡数量也很少,后期都是靠着转生机制增加游戏时长。 3. 当你解锁了所有女英雄后,游戏就会变得无聊,后期基本上就是重复劳动。如果不是为了获得成就,没有人愿意转生十次顺便把每个英雄都升到200级。 备注:游戏其实潜力巨大,完全可以持续的更新出更多的女英雄和关卡dlc,或者增加创意工坊允许玩家自建女英雄和关卡。可惜的是制作组不再更新了,游戏现在也已停售。 On the vast digital shelves of Steam, countless small games emerge like bubbles each day, only to burst and fade into obscurity. XP Girls was one such title—it briefly appeared on the storefront, stirring ripples within specific communities with its straightforward tags and eye-catching thumbnails, before quietly being taken down. All that remains is a vague note stating it was removed "at the request of the developer," along with an unfinished digital legacy comprising nine monster girls. In a sense, XP Girls precisely targets a small yet distinct "combination of pain points": it offers a competent "digital potted plant" for players who crave a light experience, dislike complex mechanics, and harbor a collecting urge for a specific art style. During breaks at work or in fragmented moments of waiting, a few clicks allow them to watch their meticulously equipped monster girls automatically clear the battlefield, delivering a mindless, low-effort satisfaction. It essentially performs a textbook-like multiplicative fusion of "provocative visuals" and the hands-free nature of "idle games." However, all games that compress complexity to the extreme face the same ultimate judgment: Can the rate of content consumption be slower than the speed at which players' boredom grows? Here, "XP Girls" delivers a regrettable answer. With only nine heroes and limited maps, it forms a shallow "content pool." Once players have unlocked all the monster girls and experienced the core gameplay loop multiple times, the game quickly reveals its bare bones. The late-game "reincarnation" mechanic, which should have been a classic Roguelite design to extend the game's lifespan, feels more like a "time sink" intended to mask the lack of substantial content. The process of leveling each hero to 200 feels less like a challenge and more like a repetitive grind meant to test the player's patience. This is precisely the "fateful paradox" that defines XP Girls and similar casual games: their simplicity attracts players, yet their excessive simplicity leads to rapid abandonment. All their strengths—easy accessibility, visual appeal, and light progression mechanics—are meticulously designed to serve the purpose of "quick enjoyment." However, the systems that build these strengths lack sufficient reserves to "sustain enjoyment over time." Players flock to it like fast food, quickly consuming all the novelty it offers before unhesitatingly moving on to the next target. What is even more regrettable is that the game did not have to end up this way. The framework it built—a lightweight roguelike idle system centered on monster girl characters—possessed obvious and enormous potential for expansion. More heroes, richer level themes, deeper equipment builds and playstyles, and even a player-community-driven creative workshop... each of these represents a viable path that could have significantly extended the game's lifespan. This inevitably leads us to contemplate a more fundamental question: in the Steam ecosystem, what ultimately determines whether a small game with potential grows into a long-lasting evergreen title, or fades away as a fleeting passerby? The answer often cruelly points to resources, determination, and a bit of luck. The discontinuation of sales and updates for "XP Girls" serves as a silent footnote, hinting at the common challenges it likely faced: the depletion of resources for independent developers, a misjudgment of market feedback, or the natural dissipation of project momentum after the initial hype faded. In a fiercely competitive market, a compelling core concept only grants an entry ticket. Transforming it into a sustainable product, however, requires an entirely different kind of "game design"—one centered on continuous operation and content iteration. Ultimately, what *XP Girls* leaves us is more than just memories of nine monster girls. It serves as a refined case study, revealing the profound chasm between “capturing attention” and “retaining hearts.” It demonstrates that even the most straightforward sensory pleasure combined with the most relaxed gameplay can hardly withstand the erosion of time without sufficient depth of content as its foundation. Its quiet departure serves as a gentle reminder to all similar projects: in this era, getting players to click “start game” may not be difficult, but the true art lies in making them reluctant to press “exit.” Pros: 1. The game is simple to play; you just click to play, and your hero automatically defeats enemies. Your task is merely to equip the loot you win onto your hero. 2. All the heroes you control are charming monster girls. 3. There are some Rogue-like elements. You start by choosing a hero according to your preference, and the heroes you unlock later are randomly selected, making each player's experience unique. Cons: 1. There are only nine female heroes, which feels a bit limited. 2. The number of levels is also small, and the game relies on a reincarnation mechanism to extend playtime in the later stages. 3. Once you've unlocked all the female heroes, the game becomes tedious, essentially boiling down to repetitive tasks. Without the goal of achievements, no one would want to reincarnate ten times to level each hero to 200. Remarks: The game actually has great potential. It could continuously release more female heroes and level DLCs or add a creative workshop to allow players to create their own female heroes and levels. Unfortunately, the development team is no longer updating the game, and it has been removed from sale.
游戏即将下架 没买的赶紧买。
It's a pity that this game got delisted. It's a nice indie game with pleasant on the eyes characters. Bosses with better designs (one of the bosses couldve been a Medusa, for example) would've been great though. Loved the little dialogues when upgrading the girls. "Thank you, Daddy" ❤❤❤. It reminds me the early 2000's when I played those simple but fun flash games on Newgrounds. Good times.
На пару вечеров сойдёт )
This is a simplified RPG with streamlined gameplay that focuses more on character progression management instead of core RPG elements such as combat or story. Don't be fooled by the developer's mature content description, there is absolutely zero suggestive dialog and no revealing outfits in the game. If a very conservative bikini that doesn't even emphasis cleavage counts as "revealing" to you, I advise you to turn off the PC, go outside and have a look at how most attractive girls in their 20s are dressed in real life these days. You manage a party of three heroines by allocating their stat points, skill points and optimizing their equipment, then send them into battle stages to fight waves of enemies to gain exp and level up. Combat is carried out automatically and you have no control of the girls in battle. Skills trigger automatically based on RNG and the chance to activate increases based on skill level. Autocombat isn't as terrible as it sounds as the animations are quick so you'll basically be seeing huge numbers pop up constantly until either all enemies or your party is wiped out. There is an option to quickly repeat the last stage fought and this is very convenient as the entire game is based around repeatedly grinding stages for exp and loot until your party is strong enough to attempt the next stage. After clearing a stage, you gain a ton of equipment drops and this is the most fun part of the game. If you enjoy the gear treadmill in RPGs and constantly finding and equipping stronger equipment, there is plenty of enjoyment to be found here as you'll almost always have several upgrades after clearing stages due to the sheer number of drops. Obsolete gear can be sold to fill a fusion bar that grants random bonuses such as level-appropriate gear, additional stat or skill points. Boss stages offer higher rarity gear and are easily farmable thanks to the quick animations and autobattle function. Upon clearing specific boss stages, you can unlock additional heroines. There are a total of nine heroines in the game and unfortunately, besides your starting heroine, the order in which heroines are unlocked is completely random; not that it matters as the heroines' skill sets are mostly the same aside from a few exceptions. The graphics are mediocre and the heroines are quite plain. Some of the girls do have decently sized breasts but most of them are anthropomorphic and there is even a disgustingly masculine-looking muscular girl which is vomit-inducing. ( ͡ಠ ʖ̯ ͡ಠ) There is a rebirth system where you can reset your stage progress and a heroine's level back to 1 to gain an exp boost and extra stat and skill points, in addition to unlocking new outfits. Unfortunately, it is a complete waste of time to perform rebirth as the extra outfits are usually just color variations of the girls' default outfits or worse, even more covered up than the default outfits. The first rebirth gives the largest exp boost and any rebirths beyond that is not worth the effort of repeating the entire game from stage 1 as they give miniscule exp boosts and the boring unlockable outfits aren't worth the trouble. The game starts off pretty difficult but there is no penalty to getting defeated as you get to keep all exp and loot drops. As you start progressing through the game it gets easier as your heroines start maxing their stats and skills; it feels great to watch your party become overpowered. Unfortunately, levelling slows to a crawl past level 150 and you'll hit a roadblock at the lategame bosses as the amount of exp needed to level up past level 170 is insane and at that point the only option is to perform rebirth for increased exp boost and restart the entire game from the beginning. Heroines that undergo rebirth lose all their equipment and your inventory is also cleared so you can't save equipment for rebirthed characters. This might not be that much of a hassle the first time or two but the game quickly becomes annoying, tedious and repetitive as there is nothing new in terms of enemies or stage drops in each subsequent rebirth. I do recommend this game if you find enjoyment in the gear treadmill and min/maxing characters in RPGs, and don't mind the lack of story or active combat. The game does offer a few hours of fun which is worth the cheap price, though it is advisable to get it on sale to get your money's worth. If you're looking for fanservice, unfortunately I cannot recommend this game as the girls in this game are unlikely to send blood flowing to your nether regions even if you haven't engaged in any one-handed activities for a week.
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