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回報翻譯問題
Worst purchase I've made on Steam in years.
Having the best choice be "doing the same thing repeatedly" is not interesting to me.
The art is well done. The enemies look distinct. The dev has certainly continued to tweak things in response to feedback. Full points for that!
I'm still watching the game, and hope it will mature into something I'll enjoy.
it is simple if you play the easy story level but if you try ths hard story level it is a lot different
In easy if you die you end up get ressurected and continue on
In hard if you die you die and start all over again.
The art is nicely done and animation is cute looking.
The enemies look cool and cartoony.
It ranges from tense to funny to relief when in battle
I like switch weapons because you have different waepons for the best to defea the monster
The developers are quick to responsed to feedback and improve on it.
Seems like TOME really spoiled my rogue-like expectation.
I never said the game was bad...far from it. I was just giving an overarching statement for feedback's sake. I really like what Colin has done with this and hope it keeps improving well into the future!
1. Potion/Switching weapons taking a turn means battles have almost zero tactics/thoughts/decisions in them. Switching to the "right" weapon doesn't make sense, because it would have to do more than 2x the dmg of your already equipped weapon in order to just make up for the switch. So stupid. I mean, who cares if a weapon does 150 dmg compared to the one that does 100 dmg that's already equipped. The weaker weapon will do 50 MORE dmg by the time the enemy is killed (since all enemies die so quickly...see #3).
2. Enemies die in one (maybe two) hit(s). Always! It's not thoughtful combat...it's much more like whack-a-mole. You simply click once (maybe twice) on each enemy that pops up. You don't need to think, pause, or consider.
3. Death isn't a threat in any particular battle. In my playtime, I've only died once (first game), and it came from seeing just how far I could push using a health potion. Ooh, but that's depth you say...Nope. I had 5 potions remaining. I wasn't on the edge, trying to survive with one or two remaining and thus facing REAL decisions. No. I had a full compliment. And, I was testing just how many combats I could push it. Which was simply dumb on my part, because it's never necessary to manage your life potions that carefully. Again, there's just no depth here.
In fact, I would be surprsied if most deaths did NOT come from this example. I would bet that most characters die with mant, many potions remaining.
4. Swords are pointless. (ha!)
...more to come. I have to go to work.
But I will say this, Crypt of the Nercrodancer has much more depth to its gameplay, and it expects that you manage it all in REAL TIME. This game has zero depth, no mechanics to learn or consider, and gives you an eternity between each turn (if, for some insane reason, you thought you needed it).
The designer should give the graphics to ToME and see if they want to reskin their game with the graphics of this one. Or, you know, simply add an actual game here.
** the graphics are the best 2D i have seen for a while. It is what attracted me to the game in the first place. I would say keep the graphics but more to it.**