
Book of Demons
Book of Demons is a Hack & Slash in which YOU decide the length of quests. Wield magic cards instead of weapons and slay the armies of darkness in the dungeons below the Old Cathedral. Save the terror-stricken Paperverse from the clutches of the Archdemon himself!
Procedurally Generated Dungeons Roguelike Mode for fans of extreme challenge 70+ different types of monsters, with different traits and custom mechanics Xbox and Steam controller support Dungeons & Streamers - Twitch and Mixer integration Monthly and all-time Leaderboards, 200+ Achievements
Book of Demons is the first installment of Return 2 Games - a series of original mid-core titles, inspired by the early golden days of PC gaming. Cards and Deckbuilding
It’s not a card game, but items, spells, and skills are all expressed as cards. The strategy lies in adapting your hand to each situation. Cards can be upgraded with runes and you can find many variants with diverse bonuses. Legendaries are the most epic but hard to acquire. Tailored sessions with Flexiscope
Book of Demons respects your time. It features the Flexiscope engine which allows you to divide the game into sessions of any size. It even learns your pace of gaming and predicts the time to complete the next session. Unique Mechanics
Simplified movement and fight mechanics is where Book of Demons differs the most from other hack & slash games. There is often not enough time to click-remove all of the obstacles such as monster shields , enemy spells , poison , or knocked cards , so timing, card selection and order of execution are critical. Hack & Slash in the world of Paperverse
Book of Demons takes place in Paperverse , a world that exists entirely inside a pop-up book. It’s a tale of good and evil about saving the world from the ultimate devilry. Sounds familiar?
Inspired by the dark and gloomy atmosphere of the first Diablo game, Book of Demons is part tribute part parody of hack & slash classics. Comfort of Gameplay
Many Book of Demons features were designed with gameplay comfort in mind. Points of interest are marked at the top of the screen and get revealed once you get closer. Your character leaves footprints, which can be used to track your way back or notice paths already visited without opening the map. Challenging Endgame
On average it takes about 10 hours to complete the campaign with a single class, but maxing out a character and mastering all of the higher Freeplay difficulty levels and Quests takes much longer. The Roguelike mode offers another level of challenge with permadeath, restricted healing and even more obstacles to overcome. Dungeons & Streamers
Системные требования
Минимальные
- Minimum:
- OS *: Windows 7, 8, 8.1, 10
- Processor: 1.7 GHz Dual Core or Greater
- Memory: 2 GB RAM
- Graphics: 512 MB DirectX 9.0c compatible graphics card
- DirectX: Version 9.0c
- Storage: 1 GB available space
- Sound Card: DirectX 9.0c compatible
- Additional Notes: Controller Support
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Отзывы
Steam · Very Positive
Все отзывы в Steam8 550 положительных из 9 445 отзывов
Игрок 4065Не рекомендует4 ч в игре
This is not a deck builder. This is a clicker game. Let's deconstruct the short description at the top of this page: Book of Demons is a Hack & Slash Deck-building hybrid > Hack & Slash Movement is on rails. See those paths in the screenshots? Your character is restricted to them and slides along them. Want to swing your weapon at everything in your path? There's some of that, sort of. But then icons appear above enemies that you have to click a bunch to break their shields. Get stunned? Click another icon a bunch. At its heart, this game plays like a clicker game and NOT like Diablo or Torchlight or Path of Exile. >Deck-building The longer description now says, "It’s not a card game, but items, spells, and skills are all expressed as cards". It's as much of a deck builder as any game with an inventory is a deck builder. There is no shuffling. There is no drawing. Cards are just an abstraction over items & skills without any of the gameplay implications you might expect. It's easy to see some of the aspects of this game and get a wrong (but appealing) idea of what the game is about. If you're looking for a clicker game with a picture-book version of Diablo 1's plot, then great! But if you were looking for anything remotely like a deck-builder or the gameplay of Diablo, you will be sorely disappointed.
Игрок 4252Рекомендует54 ч в игре
UPDATE: Finally got to the last boss, and I'm really, really disappointed. This is where the game's fatal flaw is. Not only is the boss fight tedious, but you're lucky to have enough gold to fill your healing potions (If you've been spending it properly to unlock cards slots and upgrade things). Additionally, this is where the big weakness in the "click move" mechanic becomes painfully apparent. Irritating as hell trying to move when you click somewhere and your guy just STOPS unless you keep the button clicked and even then, he sometimes won't move. They really need to fix this mechanic. I started playing this game back in Early Access when it was on my wishlist and a friend gifted it to me. I don't often do EA titles, mostly because I've been burned (as you have, I'm sure) by the games remaining perpetually in EA, unfinished and sometimes abandoned. I am really glad that is not the case here. I have to tell you, if you like fantasy RPGs and dungeon crawlers, you will LOVE this game. It's not a traditional ARPG like Diablo/Torchlight/Sacred etc., but it's unique and it works. It's a combination of grid movement exploration and battle, and cards. Three class archetypes to choose from, with varied difficulty levels: fighter, rogue, and spellcaster. Much like with a tabletop RPG of old, they layout is grid based and you move on the grid. Kind of like rails, if you will, but you can attack anything you can see, on the path or not. The paths make it easier to see where you've been (footprints) and which directions are completely explored (gold footprints). You can let the game autoattack for you, or you can speed things up and attack manually. Your skills and equipment are represented as cards you collect. You can upgrade them, and they have different rarities. The rarer, the more powerful they are. You have a limited number of card slots in your "deck" to start, but you can unlock more slots with the gold you collect in the dungeon. You can also have multiple sets that you can switch between as the situation dictates. Weapon cards and armor cards you simply "wear" and you gain their effects. Spell cards and special attack cards you have to activate. The combination of cards you can equip and use is dependent upon how much mana you have. Mana is used for both equipping and spending on spells or special attacks. The game is quite literally a dungeon crawler, and you just go further and further into the depths, triggering some special quests along the way when you get deep enough. You can choose how big of a dungeon you want to clear, and the game eventually learns fairly accurately how long it will take you to clear what size dungeon. So, if you have all afternoon, go for a big one. If you have just 15 minutes or so to kill, make it a small one. Larger dungeons competed give you more progress in the overall quest of clearing the dungeon of evil. There's a great variety of evil monsters to kill, and the game has a bestiary and a running tally of kills of each kind. One thing I really like about this game, other than the "dynamic" dungeon/adventure sizes is the art style. It's almost like 3D paper. It's REALLY well done, and rather unique in my experience of game playing. I personally haven't seen anything quite like it, and it really shines when it comes to ares of fire on the floor, for example. I'd call it cute, but if that turns you off, think of it as "bad***" instead. So far, I haven't found it terribly difficult, but there is enough of a challenge that you can't just waltz in and click everywhere and survive. Especially with bosses, there is some strategy involved. I'm also a completionist, so it's really nice to have the adventure tracker at the top of the screen, so you can keep track of monsters and undiscovered loot. With that, combined the footprints mechanic, you won't miss anything. I'm having a LOT of fun with this one, and am looking forward to playing the other classes once I get good enough with the warrior to feel comfortable with the game mechanics.
Игрок 8303Рекомендует12 ч в игре
众所周知,区别于大成本高投入高风险开发的3A,独立游戏虽然投入小成本低,但是往往可以因为抛开了风险和商业的束缚而放飞自我展现出更多独特的玩法和系统设计,而恶魔之书也是这部分独立游戏的一员,只是虽然开创了独特的折纸宇宙美术风格和卡牌构筑的成长系统,作为R2G的处女作品,恶魔之书还是在太多太多地方达不到一款ARPG的及格线。 Kiss Of Fire - Hugh Laurie 尾页散落之书 在折纸地牢里探索,寻宝,砍杀,拯救即将陷入恶魔黑暗魔爪的村庄,作为Return 2 games的出道亮相作,恶魔之书给人的第一印象真的十分深刻,它完美地表现出了一款独立游戏应该具备的气质,但似乎又表现过了头,而后在后续的体验上逐渐暴露出了设计的矛盾点,一步步慢慢走向崩坏。 折纸宇宙 恶魔之书最大的亮点就是其独特的折纸美术风格,纸质表现的人物不仅将游戏的视觉表现力做到了一个极大的推进,更因为其折纸的设定,省去了制作动画的投入,大多数动作只需要将纸质人偶做一个上下跳动的动作就能表现开来,即便遇到技能释放特效的问题,也不需要人物做法术释放动画,而是即时释放技能,配合技能特效演出,在技能的释放上也达到了一个快节奏操作的畅爽。作为较同类游戏最突出的一点,折纸宇宙的艺术风格是恶魔之书作为独立游戏来讲最突出其气质的设计。 卡牌构筑 虽然是一款类暗黑的刷刷刷,但是恶魔之书在构筑方面设计了很多改动。恶魔之书抛却了传统ARPG“部位装备”的概念,采用“卡牌”的概念来重新设计构筑。每个人物初始有两个卡牌槽,并且可以支付金钱让NPC解锁至最后九个卡牌槽。本座将装备,道具和技能的概念全部转换成了卡牌,分为了神器卡以代替装备,道具卡以代表道具以及魔法卡以代表技能,这种设计很大程度上增加了刷词缀的可玩性,但是也破坏了原本生命-法力的人物加点数值的平衡性。 本作的神器卡和魔法能卡除了占用卡槽意外,还需要占用技能槽,而相比较以往传统ARPG的情况下,本座的法力槽除了需要背负法力的角色外,还需要背负装备点数的角色,神器卡会将所需要的蓝色法力变成绿色法力,绿色法力只可用于维持神器卡不可用于魔法卡的使用,这也使得在加点过程中,法力槽显得尤为重要,而生命槽反而成了一个没必要加的存在,反正地牢里也可以打出生命值和法力点数,这也使得加点失去了意义。 海量彩蛋 以折纸作为游戏的主要艺术风格以后,开发者似乎很喜欢让纸模透过屏幕和玩家互动,因此玩家往往可以在屏幕里用鼠标乱点,没准会发现一些很好玩的东西,比如背景的乌鸦点击以后可以叫唤,按照一定顺序点击完毕还能解锁一个致敬著名美剧的彩蛋,教堂地下城最下面的恶魔泡澡时候也可以点击恶魔,会发出被挠痒痒的邪恶咯咯笑声,点击恶魔手里的小黄鸭也会发出充气玩具小黄鸭的声音,而预言家背后的那辆车车,似乎也潜藏着不少秘密... 刷刷词缀 本作虽然选择以卡牌做构筑,但是并没有抛弃传统ARPG以词缀为基础的刷刷刷,本座中每种卡牌也会有衍生的变异卡牌,变异卡牌将会有词缀,但是词缀对卡牌的数值并没有一个突出的影响,起码在一周目笔者并没有感受到词缀的用处,也许这个要到后期高难度高周目开始才会出现更加高级更具有意义的词缀。同时,同种卡牌中,非变异卡牌和不同变异卡牌等级是不同步的,一旦刷出更好的变异卡牌,那么玩家必须从0开始再度强化,而强化符文卡目前看来爆率也不高,尤其高阶符文卡牌,如死亡,生命,和最高阶符文,加剧了个人认为无意义的刷刷刷劳动量,尤其考虑到后期重复度这么高,奖励还这么低的情况下。 崩坏操作 恶魔之书设计最崩坏的点就是操作问题,这个点是一切矛盾设计的起源,也是让游戏玩法崩坏的最大问题。区别于传统ARPG,本作将地城的探索限死在了事前设计好的一条条导轨上,玩家的人物可以在导轨上移动而怪物却可以在场景内随意移动。这种设计造成的第一个问题就是一旦怪物将在人物两端将导轨堵死以后,玩家走位的操作空间就变成了0,而本作又不存在位移技能的设定,因此完完全全砍死了ARPG的“Act”部分玩法。同时后期开始地城规模变大以后,按照本座必须将每一层地城所有隐藏怪全部打完,所有可破坏物件全部击碎,所有战利品全部收集的完美破关条件来看,将会极大的延长无意义的跑图时间。 而这种在前期还好说,因为前期怪物类型普遍低能儿,并且不存在隐藏怪的设定,地城的规模也相对较小,而到打完第一个BOSS大厨开始,一切都开始走向崩坏。首先埋伏怪的设定完完全全将玩家对路线的规划彻底否决,比如玩家进入某一路径以后发现前面有大量怪物想要暂时撤退到一个合适位置进行勾引时候,突然冒出的埋伏怪堵住路口完完全全扰乱了玩家的规划。尤其碰到BOSS时候,许多怪物死亡特效还会召唤导轨障碍物,有些怪物甚至可以直接法术召唤障碍物,最后原本保守的游击打法强制变成了玩家被群殴,增加了玩家完全无法预料到的死亡风险。 而说到死亡惩罚,又要引入游戏内的“魔法坩埚”这一概念,坩埚的原料在地城爆率并不高,但是坩埚是作为卡牌来源非常重要的一个奖励,玩家需要在地下城收集坩埚原料去寻找酒吧侍女开奖,原料会组成铜奖,3个铜奖组成银奖,3个银奖组成金奖,而且每次打开坩埚获取奖励下一次打开坩埚需要付出更大的代价,这个设计在引导着玩家在尽量不死的情况下尽可能多打Boss多打怪获取坩埚材料一次性开完,是一个颇具赌徒心理的设计,但是这个风险却会因为“导轨”设计在中期开始发生意想不到的变化,就笔者而言这引起了非常大的挫败感。 怪物设计 本座第二点欠缺的就是怪物设计,笔者从来没听说过怪物施法硬直是无敌状态玩家必须等待施法结束才能造成伤害的设计,正常思路怪物的施法硬直应该是最佳输出时机,尤其中后期开始本作堆怪异常严重的情况下,这种设计堪称偏袒怪物。更别提本作在异常状态方面的偏袒,中毒后必须在HP计量表闪光时候快速点击以终结中毒状态,不然会遭受多余的中毒事件,而眩晕状态的抓星星游戏着实让人厌烦,尤其是在第一次眩晕回复过来以后怪物第二下攻击又让你立刻眩晕的情况下,而眩晕以后卡牌需要复位才能使用的设计与中毒时候点击HP计量表的设计,配合在导轨上对走位的挣扎一起无谓地增加了鼠标的操作量。 虽然人物可以自动攻击,但是攻击频率比老奶奶过马路还慢,主要输出还是要玩家不停对准怪物按准鼠标,在适合时机释放法术等来进行,但是这又与陷入异常状态后的脱出相矛盾,同时部分怪物还有护盾设计,玩家攻击怪物没用,必须先攻击护盾,还有怪物在打掉一个血以后会进入无敌状态,必须等待一段时间才能下次攻击,甚至还有怪物遭受伤害频率太快会发动特殊攻击并回血,这些都是笔者看不懂的设计,无意义的增加了太多鼠标操作量,无论对玩家还是硬件操作负荷都太大了。 更别提还有冰冻属性让玩家减速,玩家自己的火属性攻击点燃的火焰地形会对玩家自己造成伤害,以及蜘蛛网即会削减玩家移动速度还会束缚玩家卡牌的设计了,虽然笔者到目前为止一次都未死亡过,但是这些多余设计组成的COMBO让笔者在游玩过程中赶到了深深的不爽。 而到后期反教宗层的地下城时,反教宗居然会一开始把你所有的卡牌抽走散落在地下城里。作为一款以卡牌构筑为游玩基础而不是操作为游玩基础的游戏,这无疑推翻了其本身以卡牌构筑为基础的设计立意,这让玩家一开始变成一个极弱的状态得再次从之前磨练出来的无双式游玩习惯中再次解放出来,非常多余,更别提万一一不小心走到了反教宗那里直接不会有提示而是直接触发Boss战的设定了,虽然玩家可以逃跑,但是,非常不爽,极其不爽。 为了保证战斗的花样性,游戏设计了各种怪物的正面死亡特效来增强怪物,同时通过繁琐的设计让玩家保持一定强度的操作,但是开发者忽略了本身导轨移动带来的操作的不便性和滞涩性,导致原本出发点好的设计实现的却全是笔者看来负面的反馈效果,究其原罪,还是导轨设计和怪物的设计方式两者有如鱼和熊掌,不可兼得,不然则是补到爆体,得不偿失。 总评 亮点 [*]独特的折纸宇宙艺术风格 [*]有趣的模型互动和彩蛋设计 [*]卡牌构筑和魔法坩埚的引入非常有意思 槽点 [*]导轨式移动设计封死走位空间 [*]怪物的正面死亡特效和施法无敌硬直和护盾设计配合导轨移动带来极其滞涩的操作感受 [*]让人极其不爽的反教宗boss战 [*]后期重复无聊缺乏惊喜的地牢设计 [*]同种卡牌不同变异和本体强化等级不同步 [*]新卡牌爆率并不算高,凑全卡组并不容易 [*]过大的地城规模配合导轨式移动设计无意义的增加了跑图时间 [*]令人极端沮丧的巨量滞涩操作 [*]每个BOSS和宝箱给予的LOOT都太少,缺少实质性的卡牌,几乎都是金币 [*]已通关地牢无法重新开始以刷级和刷新卡牌 完完全全不合格的ARPG,但我想替独游开发者说几句话 如果让我打分,游戏本体我撑死只能打50,即便有情怀加持也只能勉勉强强达到60,本作与我的预期差别较大。 给好评的原因是因为这部游戏是五名独立开发者的壮举,独立开发者本身在创作自由的基础上很多人都牺牲了资本注入,导致生活拮据,每一部独立游戏,无论好坏,他们的诞生背后都是从业者慢慢的血汗。笔者本人也是直接购买了R2G大包支持开发者的,毕竟恶魔之书给人的第一印象非常不错。虽然恶魔之书是一部完完全全不合格的ARPG,存在着太多不成熟的设计,但是相信在社区的反馈中,Thing Trunk一定能在下一作外星之书(Book of Alien,已在新闻版块正式公布)中改正,真真正正做出一个史诗的R2G七部曲。 Written By AxtonScared 2019.4.9
Игрок 8403Рекомендует39 ч в игре
Quite a nice game with an interesting game design. It looks like a new take on Diablo. Unfortunately I expected more long term gameplay value and that is not there or better stated, it is there, but without the satisfaction. The balance between the classes is not as good as it could be near the endgame and whilst the concept is nice, in its current form I find it a bit shallow. All in all fairly good, but not absolutely awesome.
Игрок 1571Рекомендует15 ч в игре
After literally thousands of hours spent in Action isometric RPG's (and others) like Diablo (mostly - like 3k+ h easily :P) , Path of Exile, Titan Quest, Champions of Norath (and Return to arms) - and so on - been there, love it, seen'em - kill'em all. This one however didn't attract me with graphic at all, yet I thought - let's give it a chance - sometimes those smaller productions have great climate - mood going along with us on adventures. And It happened! Great - just great at it's soothing and deeply relaxing yet perfectly paced at it's difficult march through the hell spawns :D Now some feedback for developers; - I played on standard difficulty for good couple of hours without dying once on rather fast route through the enemies (all 100% clear) - quite satisfying with the loot - especially how rarely better items drops - great! yet to this rather calming game I would either put some dis-balanced combat more often forcing us to retreat or push forward instead of clearing the rooms one by one. (at least in the first few hours) - Second and last issue - in my personal opinion is the graphic - great idea for the paper figures and setting - yet after the great success I hope You will achieve quite soon - I hope for "real" 3D included with some stunning and eye catching visuals to back up this already great game's core.
Игрок 7378Рекомендует6 ч в игре
This is a game that comes from the mind of a mobile developer. One of its selling points is the option to have a short play session—an issue that often is crucial for mobile, but hardly relevant for a PC gamer. The control scheme also feels like it was made for a touch screen. There are many mini-games that boil down to grabbing things floating on the screen. To heal poison, you have to click the bottom left with your cursor, even though normally you keep it to the center of the screen—an idea that would be handy of the game was controlled with your fingers via a mobile device, but doesn't translate well to PC. A lot of its other elements feel clunky as well. While you can instantly teleport to the end of a dungeon when it's 100% clear, looking for that one pesky pile of gold you've missed means backtracking—excruciatngly slow backtracking. And pray that your final enemy isn't a gargoyle or a ghost: both can hide and must attack first... or ignore you, making you run past them a dozen times, groaning. As for the presentation, I'm pretty sure that Deckard Cain voice is borderline copyright infringement. Book of Demons also borrows heavily from Darkest Dungeon with its combination of stylized visuals and gritty narration. Does it all mean that the game is bad? No. It's all right. The treadmill does its job, injecting you with satisfaction via a steady stream of achievements and other small rewards. The idea of a small-budget simple Diablo-like is laudable, and you get enough fun for the price. I do, however, feel that the 'Overwhelmingly positive' rating gives the wrong impression of Book of Demons being some sort of a hidden gem. It's not. It's just all right.
Игрок 7090Рекомендует22 ч в игре
《Book Of Demons》為具備卡牌要素的Diablo-Like遊戲。 ※不僅僅是想要推薦遊戲內容多精彩,更想推廣顧及玩家的開發團隊。 (2018/05/07) 現在連翻譯人員都來詢問哪邊需要更正,真的不推不行啊! 對抗來自地底的惡魔大軍拯救世界─剪紙風格?! 《Book Of Demons》的劇情可謂千篇一律,我們又要扮演勇者;又準備殲滅壞蛋,如果用不同的方式包裝這個套路,玩家的體會是否會不同?告訴各位:在《Book of Demons》中,從前言至NPC至怪物至道具還有所有的BOSS,都是剪紙風格的成果!就像是厚厚的小說變成漫畫又變成電影,一個同樣的劇本,僅僅是改變畫面風格,就能從最初印象攫取各位的目光。 ↓有沒有覺得惡魔要從螢幕跳出來了呀? (不是七夜怪談XD) https://steamcommunity.com/sharedfiles/filedetails/?id=1369501204 卡牌X打怪X升級,打造屬於自己的牛鬼蛇神! 對於初次接觸《Book Of Demons》的玩家,會發現遊戲中沒有武器、沒有防具,只有卡片?跟我想像的得到神裝不同!!這點請不必擔心,在《Book Of Demons》的系統,所有的技能、道具、武器與防具,都以卡片的概念呈現。也就是說:你會得到「補血」卡片或是「強力攻擊」這類的卡片,藉由消耗MP或是卡片本身的使用次數造成效果,打怪升級之後,玩家也不用考慮增加哪一種能力值,你只能選擇增加HP或是MP,其實遊戲中升級是給予玩家1點HP與1點MP的,但是獲得的來源不同,我就不特別提及啦。 (你又偷懶了你看看你XD。) 這種卡片系統的設計,最重要的是每次出戰之前;打怪途中遭遇危機等特殊情況都能隨時換卡片 (裝備與技能) 來度過重重難關,玩家不能魯莽的施放技能,必須在有限的道具欄,找出最適合自己的搭配。當然啦,每一種卡片都有不同的版本,在闖關途中,我們會找到一些附加特殊效果的卡片,所以喜歡刷裝備的玩家,也能在《Book Of Demons》得到不少成就感呦! ↓城鎮還有各式各樣的成員可以幫助玩家,一一發掘他們的用處對玩家有利無害。 https://steamcommunity.com/sharedfiles/filedetails/?id=1369502887 兼具策略與動作的新穎玩法,或許已經跳脫Diablo-Like經典的設計,只是我可以肯定的掛保證:我自己也刷的好爽啊XD本身就喜歡農裝備的遊戲,在這款遊戲中得到卡片的時候都會馬上查看效果,這不就是Diablo-Like的玩家最喜歡的瞬間嗎? 上班午休、朋友突然揪晚餐團,但我還是好想打遊戲怎麼辦? 來來來,大家一定碰過類似的情況:我等等要出門但是我好想打遊戲啊! (怒) 《Book Of Demons》聽到各位的心聲;而且還找出做法─「彈性系統」。這東西是怎麼一回事?玩家可以在《Book Of Demons》中決定每個任務長度,從每次破關的時數收集統計資料,取得最接近的預測時間,讓你在進入關卡前可以大聲說出:「哦哦我大概可以再打5分鐘!」幫許多想玩遊戲,沒有時間的族群找到一個解決方案。 (※不過是跟朋友約的話還是早點到比較好,請別讓遊戲耽誤現實生活XD) 為什麼又有中文啦!!! 《Book Of Demons》最近還加入了社群貢獻的繁體中文化,想要了解遊戲劇情;卡片效果絕對不成問題,雖然某些助詞因為中文英文的不同,所以閱讀上有點不通順。 (把「同時」兩個字放在句尾,是因為英文的 'simultaneously' 直接翻譯造成的排版失誤吧。) 但我還是要跟各位坦承:若沒有繁體中文化,遊戲的文本可能會讓不少人望之卻步,中文的更新一定讓不少英文苦手的玩家更加放心購入! ↓選單就可以切換語言! https://steamcommunity.com/sharedfiles/filedetails/?id=1368962546 是的,遊戲有缺點,但是遊戲公司聽到了,並且專門幫你處理! 以下是為什麼會有這篇評論的原因: 想當然,一款還在EA階段的遊戲,一定有各種問題,我在玩的時候遇到了BUG,原本也是按下回報就繼續玩下去,沒想到突然跳出Email通知,跟各位想的一樣:開發人員回我了。當然啦對某些人而言,這是應該的,不過這之後,開發人員不但向我詢問問題所在,教導我如何將Save File回復給他們進行更正,還會告訴我大概是出了啥問題,最後甚至還問我是否遇到類似的情況……害我還很認真的去回信。 (我根本沒想過會收到訊息呀!) 遊戲的內容很重要、上市前的行銷更是不少作品熱賣的關鍵,但是遇到問題,願意直接與玩家面對面,又有多少廠商能做到呢?我也有丟過不少Bug Reports,當然跟工作機會一樣難得到回應啊QQ。所以,《Book Of Demons》對我而言不但有可圈可點的遊戲內容,更願意花時間理解我這位默默無名的玩家的困惑, 身為邊緣人怎麼能不支持一下呢XD? 給直接拉到底的人:各項評分、原因,一個懶人包 項目 評分 原因 畫面 9/10 剪紙風格,大到劇情小到道具的作畫都不輸其他2D作品! 音樂 7/10 陰沉的節奏,只可惜我認為張力不夠強。 遊戲性 9/10 新穎的遊戲系統,容易上手更容易上癮, 快去找出屬於自己適合的闖關方法吧! 耐玩性 9/10 彈性遊玩時數、破關後的自由/高難度/硬核模式, 你喜歡挑戰自我或是打發時間都能滿足。 挑戰 8.5/10 大多數成就都是多刷就能獲得, 少部分需要考驗玩家的操作, 時間與精力花上去翻船機率非常小! 懶人包: 獨具特色的剪紙風格;Diablo-Like加上卡片系統,創造不輸經典的遊玩模式;「彈性系統」掌握玩家破關的時間,並且可以決定你的遊玩長度!最後,廠商願意聆聽玩家在遊戲中遇到的問題,甚至隨時回報解決的進度,買了遊戲,還附加滿分服務,讓我不得不趕快推薦給各位!
Игрок 6084Не рекомендует5 ч в игре
I like the concept but unfortunately the game just isn't very fun. It is extremely repetitive, which is fine if the gameplay is fun. But it's not, movement is very slow and clunky and most of the mechanics are more annoying than anything else. Most mechanics aren't challenging or fun, they just slow the game down in various annoying ways.