Ark of Charon

Ark of Charon

*SpuerWC* Aug 19, 2024 @ 7:30am
Thoughts&feedback from a Chinese player who enjoys deep gameplay(hope the developers see this; open to discussion)
The English version is below.
各位玩家、开发者们,你们好!
关于卡戎方舟Ark of Charon我已经游玩了60小时(Demo版20小时、正式版40小时),并且已经全部通关(Demo版通关、正式版通关、肉鸽模式最低难度经过三次尝试通关),我想我有资格写下一篇测评。
最初看到这款游戏,是在B站UP主的推荐里面,女朋友说可以一起玩玩试试,于是就下载了Demo版试玩。Demo版的内容不多,从武器、食物,到每个区域经过的天数都很少,也就是说,难度相对而言大一些,但是当时(游戏正式版发售之前)我还是通关了。我想提醒游玩Demo版的人,正式版的内容会更丰富,并且难度也低一些,因为每个区域停留的时间更多一些。
对于正式版,我通关一次之后的感想是,最后的BOSS太强了,尤其是它会移动到世界树的后方发起进攻,而在这之前,没有敌人会越过正面进行攻击。这导致第一次玩到这里时,玩家没有这方面的准备(心理准备以及游戏中的准备)。另外,BOSS的射线也太过强大,通常一次射线过后,脆弱的支撑板块被击碎,导致上层建筑全部崩塌。(我通关的那次,所有建筑都被打完了,所有使魔都死亡了,只剩下世界树核心,硬撑着走到了目的地通关了,这让我十分失落。我建造的世界和我的子民都不复存在了。)
对于最近更新的肉鸽模式,我表示很好玩,它勾起了我再次打开游戏的欲望,每次旅行过后都可以通关加点使下一次更简单,这样的感觉非常棒。但是缺点就是对于初次游玩,难度有些大。我注意到肉鸽模式在一个区域停留的时间比较短,应该是和Demo版一样,大概是5天左右(正式版的普通模式会更长一些)。这导致我最后面对BOSS时,只有两架投石机、一门电子炮、一门高射炮和一门快速高射炮;防御设施也不多。可能肉鸽强化加点中,停留时间是比较重要的,这样你有更多时间挖掘资源和整理行囊。
然后,说一些我个人的游戏体验:1.我注意到最近的更新,使得游戏后期的卡顿明显改善了,但是当储存物资较多时,画面仍然会减少到每秒20帧以下,这样的战斗体验不好(也是因为肉鸽模式资源太少,我没有点储存结构科技的原因,但是比正式版刚刚发布时已经改善了很多,这很棒)2.我注意到加入了一些食物,但是好像土豆被遗忘了,它只能做成烤土豆这一种菜肴。3.我注意到你们更新了“优先任务”功能,这个功能太棒了,在很多情况下都非常有用,但是有一点,如果给正在使用手摇钻的使魔下达优先任务命令,它会不停的工作直到把自己饿死。这是因为手摇钻的任务是持续的,直到矿脉被挖掘完才会结束,而那些挖掘区块、使用工作台的使魔,任务更加原子化,完成一个任务就可以去进食了。4.我注意到电池应该是加强了?这很棒。但是好像风力发电的科技滞后了(我不太确定),总之,肉鸽模式很难点出这些科技。5.我注意到高射炮好像加强了?上一个版本它好像不是范围伤害。现在很强力。但是我没用过火箭炮,感觉它有些鸡肋。6.有一些资源,在游戏后期很难获得(比如硝石)我记得加工台可以把木头加工成碳。但是对于硝石,如果一开始选择错误了行进路线,那么到后期时,将面对很长时间没有硝石的情况,这导致无法生产弹药,非常痛苦。我建议将硝石加入可以制造的行列(虽然这样好像不符合现实情况);或者是把一个区块的后续行进路线选择增加(也许这样更可行,目前通过一个区块经常只能选择后续1~2个区块,太少了)7.在游戏前期,很少有机会将同一灵魂的使魔叠加召唤,而到了后期,这些只用一个灵魂召唤出的使魔,通常只有10%的效率加成(大概),这让我很别扭。是否可以考虑将使魔融合?这样可以避免一些能力不强的使魔在游戏后期无法升级也无法主动去除(杀死)来替换更高级的使魔。
最后,我要反馈一些BUG:1.生产单位(工作台等)经过撤除、再放置之后,好像会丢失生产线,虽然设置过的生产任务仍然存在于界面中,但是没有生效(也可能是我的问题)2.水泥加工台,它经常不能够被选择为优先任务(我十分确定,请检查它的相关代码)3.另外,上个版本的各种武器在切换弹药时好像有一些BUG,导致无法切换成功。4.上个版本的电磁轨道炮,好像有一种弹药没有被添加进入它的弹药选项(新版本我还没有尝试,如果没问题请忽略)5.正式版的上一个版本,小中大号的屏障,都丢失了中文翻译,这个版本已经被修复了,感谢。
非常感谢你能读到这里!同时也感谢制作者带来这款游戏。对了,我女朋友留言:希望使魔们可以长得更可爱一些,更加有辨识度一些(例如蝴蝶灵魂召唤的使魔,是否可以长出蝴蝶的翅膀?人类灵魂召唤的使魔,是否可以更像人类一些?)希望我的测评对你有所帮助,祝你玩的愉快!

Hello, players and developers!
I have spent 60 hours playing "Ark of Charon" (20 hours on the demo version and 40 hours on the full version) and have completed the game in its entirety (including the demo, full version, and three attempts to complete the Roguelike mode on its lowest difficulty). I believe I am qualified to write this review.
I first encountered this game through a recommendation from a Bilibili content creator. My girlfriend suggested we give it a try together, so we downloaded the demo version. The demo version had limited content—few weapons, foods, and only a small number of days spent in each area—making it relatively challenging. Despite this, I managed to complete it before the official release. I want to let those playing the demo know that the full version offers more content and a slightly lower difficulty due to longer times spent in each area.
Regarding the full version, after completing it once, I felt that the final boss was too strong, especially since it attacks from behind the World Tree, whereas before this, no enemies attacked from the front. This meant that players were unprepared (both mentally and in-game) when they first encountered this. Additionally, the boss’s beams are excessively powerful; typically, after one beam, the fragile support structures are shattered, causing the upper buildings to collapse. (In my successful run, all the buildings were destroyed, all minions were dead, and only the World Tree's core remained. I barely managed to finish the game, which was very disheartening. My constructed world and its inhabitants were gone.)
As for the recently updated Roguelike mode, I find it very enjoyable. It rekindles my desire to play the game again, as you can level up with each run to make the next one easier. This feeling is fantastic. However, the downside is that the difficulty is quite high for newcomers. I noticed that the Roguelike mode has a shorter stay in each area, similar to the demo version, around 5 days (whereas the standard mode in the full version allows for a longer duration). This meant that when facing the boss, I had only two catapults, one electronic cannon, one anti-aircraft gun, and one rapid anti-aircraft gun; the defenses were also limited. It seems that increasing the stay time in Roguelike mode is important for resource gathering and organizing supplies.
Here are some personal gameplay experiences:
1.I noticed that the recent update has significantly improved late-game lag, but when storing a lot of resources, the frame rate still drops below 20 FPS, which affects the combat experience (partly because I didn’t upgrade the storage structure technology in Roguelike mode due to limited resources, but it's much better compared to the initial release).
2.I noticed new food items, but it seems potatoes were forgotten; they can only be made into baked potatoes.
3.The "priority task" feature is great and very useful in many situations. However, if you set a priority task for minions using the hand drill, they will work continuously until they starve. This is because the hand drill's task is continuous until the vein is exhausted, unlike minions involved in block digging or using workstations who can eat after completing each task.
4.It seems batteries have been strengthened, which is great. However, it appears wind power technology might be lagging (not entirely sure). In any case, it's difficult to unlock these technologies in Roguelike mode.
5.The anti-aircraft gun seems to have been improved. In the previous version, it didn't have area damage. It is now very powerful, but I haven’t used the rocket launcher, which seems somewhat ineffective.
6.Some resources are difficult to obtain in the late game (like nitrate). I remember that the processing station can turn wood into carbon, but for nitrate, if you choose the wrong route initially, you might face a long period without nitrate, which makes ammunition production difficult and frustrating. I suggest adding nitrate to the list of manufacturable items (though this may not align with reality) or increasing the number of follow-up routes for each area (currently, you often can only choose 1-2 follow-up areas from a block, which is too few).
7.In the early game, there are few opportunities to summon minions with the same soul, and in the late game, these minions summoned with a single soul usually have only about 10% efficiency boost, which feels awkward. Could you consider allowing minion fusion? This could prevent weak minions from being unusable or unable to be replaced with more advanced ones in the late game.
Finally, here are some bug reports:
Production units (such as workstations) seem to lose their production lines after being removed and replaced. Although the production tasks are still visible on the interface, they do not work (or it might be my issue).
The cement processing station often cannot be selected for priority tasks (I am sure; please check its related code).
There seemed to be some bugs in the previous version related to weapon ammo switching, making it unsuccessful.
In the previous version, the electromagnetic railgun seemed to be missing some ammunition options (I haven’t tried the new version; if fixed, please ignore this).
The previous version of the game had a loss of Chinese translation for small, medium, and large barriers, which has been fixed in the current version. Thank you.
Thank you very much for reading this! Also, thanks to the developers for bringing this game to us. By the way, my girlfriend left a comment: she hopes the minions can look cuter and more distinguishable (e.g., could the butterfly-soul minions have butterfly wings? Could the human-soul minions look more like humans?). I hope my review is helpful to you. Enjoy the game!