完整版的Shardpunk已在GOG.COM上架,你可以
在这里购买它。
你面临着不同选择,是要小心规划路线以躲到那边的箱子后面并避开那两个老鼠狙击手,还是要把手头仅剩的1个聚变核心扔向敌人呢?你选择了后一个做法,眼看着聚变核心的强大能量消灭了挡路的敌人。通往一道门的道路打通了,但很可惜门却无法打开,因为这道门上的插槽需要放入聚变核心才能运作。而你刚刚为了消灭老鼠敌人,把最后1个聚变核心当成炸弹扔掉了。
STORY
在对人类帝国首都旷日持久的围城战中,鼠群意外找到了一个突破口,开始越过城墙并在城中肆虐。你将控制一队幸存的市民,想方设法营救尽可能多的人并逃离。他们必须在被破坏的城市...
The turn-based tactical combat in this game is reminiscent of X-COM, and I have a feeling I'd enjoy this game quite a lot if it weren't for it's extreme difficulty.
Somehow it's become fashionable to make games extremely difficult, which might be great for some players. But others like myself can't even enjoy the game because they can't make it past the first mission.
It's extremely frustrating, and I wish there was a way to scale down the difficulty to my liking.
I'm still going to rate it highly because of all the tactical options the game offers, though.
Just finished the demo, and I'm really impressed so far!
The visual design is excellent, and has been adeptly rendered with some great quality pixel graphics. There's just the one demo level + mission, but I spent a good 45 minutes exploring, looting, and repelling bands of Rat Swarm soldiers. Tactical options are varied and character abilities have attractive upgrade paths. Gameplay was intuitive from the get-go without any real hand-holding, and feels interesting while still managing to balance risk and reward in a very approachable way. The soundtrack and audio choices are also well done, and there are lots of little details that give the impression of a thoroughly developed game.
At the time of this review, it looks like the full game is slated for release in about a week or two, and I'm definitely interested to see what more they have to offer with it. If you're here reading this and you're on the fence about trying it, stick this demo in your library straight away... it's a quick download and a great experience. If I can get my hands on the full release, I'll absolutely review it on that page, too.
I really wanted to enjoy Shardpunk, and had even considered purchasing it outright given the rave reviews across GoG and Steam. I decided to give the demo a try first; I'm thankful one is available, and am glad I made an attempt.
Coming from replaying the Shogun Showdown demo multiple times, I was struck by the contrast for how little information the player receives from the in-game UI, despite data-dumping in the Codex.
It was difficult for me to make good decisions on positioning and movement, given how I knew nothing of how far enemies could move, their weapon ranges, or abilities. Other tactical rogue-likes such as FTL, Into the Breach, and even the venerable Invisible, Inc. telegraph these things well.
I had no knowledge of spawn rates or locations; I suppose some might argue that's a feature, rather than a bug, but games like XCom2 and XCom Chimera Squad telegraph these elements well without making it seem unfair. Even a simple turn counter for reinforcements might help. Perhaps the stress of not knowing is supposed to make things more enjoyable?
I did appreciate the way the game communicated hit percentages, and how the world-setting and theme were implemented consistently. Alas, at this stage in my life, I have neither the time or patience for grinding through games that cannot iterate and improve upon lessons already mastered by older games.
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This game is waiting for a review. Take the first shot!