
Mioi and the others, as apprentice Tuners, embarked on a six-month investigation in Baixiang City. As their mission progressed, the city's normalcy began to unravel, with dissonance and disturbances growing increasingly frequent and severe.
Modeled estimate, not a reported figure. How we estimate →
About
【Story】
This is a world where humans and the conscious beings known as Kururu coexist.
The study of the essence and mechanisms of Kururu has not yet reached any conclusions that have achieved widespread consensus.
However, it is generally agreed that it is a form of life that exists in harmony and resonance with all human mental and physiological rhythms,
capable of interacting with humans during cognition, thought, or communication.
Humans must maintain a benign balance with Kururu to ensure the stability of their sanity and cognitive abilities.
However, only a very few humans can visually identify, physically perceive, and manipulate Kururu, and conduct systematic research on them.
We call these individuals "Tuners."
This summer, Mioi (barely) passed the professional exam and came to Baixiang City as an apprentice Tuner, along with Kasula and Syss.
This is a coastal city with nearly two centuries of history but not much communication with the outside world, which, however, has attracted the attention of the Tuners Association in the past decade.
As the routine tasks were carried out, this metropolis began to exhibit abnormalities, with phenomena of group dysregulation becoming increasingly common and severe.
At the same time, two mysterious Tuners who had received special commissions also arrived in Baixiang City...

【Exploration】
· Unravel the Secrets of Baixiang City
Gain unique encounters through random routes, with each successful patrol bringing you closer to the "truth."
· Card-based City Patrol
Flip through the perilous mission cards, respond carefully, and make the best adventurous decisions for your team.

【Combat】
· Magical Girls Forging Ahead
Execute splendid combos with a single click, block at the right moment, and engage in fast-paced combat that's simple in attack and defense but infinitely variable!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]《元气百响》简评:少女集结,今天也要元气满满噢![/h1] [h1]前言[/h1] 这该死的二次元画风,少女可爱又多多,激起了咱兴趣,来这百响城与另外几位见习调谐师开始一场说走就走的巡查冒险啦,日复一日下是养成与少女的陪伴,要问这有什么门道,那便是轻轻肉鸽与即时战斗来说话。翻牌前进,而后战斗吧! [h1]游戏内容及体验[/h1] 开局就有多位少女相伴,咱艳遇不浅,但每天要做的就是巡查巡查还是巡查,而后利用获得的资源来铸就少女们的强大,技能、训练下加强她们的数值,以便在战斗中有更多的容错率,想知道玩家在哪?无需多言,咱们指挥,少女们尽听咱号令,巡查里面见分晓。 巡查之下玩家需要开始翻牌子来不断前进以抵达BOSS处完成讨伐以结束今日巡查。这里以回合制进行,每个少女各有各的行动阶段但共享行程,即大家抱团前进,只不过战斗时操纵的对象是当前少女。卡牌之下有各种事件,商店、抽奖机、收集音乐、奇遇等全都要! 机遇那么多,敌人那必须安排到位,这也是翻牌最有可能碰上的啦。这里采取即时制,玩家根据少女特性运用不断的操作手法,比如拳头妹打短期连击。由于连击有伤害加成奖励,故而玩家尽可能别断连击,这里的连击判定指的是不被敌人攻击以及后撤闪避而导致攻击中断,毕竟玩家手段就那几招,平a,防御加闪避,连续击打下来个小大招,玩家重心放在攻击和防御为上策。时间有限,一旦耗尽没打到那就是该回合失败下一回合队友继续上,虽不致死但延缓了探索进度,因此战斗永不停歇,连击才是王道,这也是咱钟爱拳套妹的原因之一,可爱还有输出,来波20连击那敌人基本没有活路,而这里敌人不会一味挨打,玩家要抓住敌人前摇,提示挺明显的,前期挨打几下就大概知道套路了,此时抓住时间施展防御,无伤继续输出刀光剑影下敌人框框掉血,求稳那便是闪避,不然就是咱挨打了,要问为何不能站撸,这也是妹子们血量是实时的,没有刷新没有重置,这一战没打好下一战状态就更差了,故而每一把都要全力以赴,摆烂不可取,你也不想妹子们受伤吧! [h1]总结[/h1] 该说不说游戏画风可爱,打击感尚可下还是有一定趣味性的,但由于体量及剧情玩法还有待扩充,目前体验下来很容易腻歪,持续巡查的动力不足啊,少女相伴也还是会乏味,但价格不错且玩法有点新音,希望能再接再厉,衍生出更多花样,带给玩家更多的惊喜吧! [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/37793427]“黄油收集师”[/url][/td][/table]
这是一个把节奏音游包装上了格斗界面和图文小说的游戏。 实际操控时类似站桩打靶,不需要移动,只需要简单点击指令完成攻防闪避和技能。 美女们造型都很华丽亮眼,个性十足。整体配色活泼明快。 动作表现流畅,战斗舒展。音乐好听。 叙事轻松搞笑,还有点中二气息。 有简单的日语配音。 比起好玩,帅气更多一些。 ⣿⣿⣿⣿⣿⣿⣿⣿⢿⠟⢿⣿⣿⣿⣿⠿⠛⠛⠿⢿⣿⣿⣿⣿⠛⣿⢿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⡿⢿⣿⣿⣄⠄⣼⣿⡿⠋⠄⠄⠄⠄⠄⠄⠄⠛⣿⣿⠄⢀⣤⣿⣿⣿⣿⣿ ⣿⣿⣿⣷⣤⣸⣿⠛⡛⢛⣿⠋⠄⠄⢀⠄⠄⠄⠄⠄⠄⠄⠘⣿⣿⡿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡿⠁⠄⠁⠈⠄⠄⠄⠄⣿⡀⠄⠄⠄⠄⠄⠄⠄⠓⠸⠏⠄⢹⣿⣿⣿⣿ ⣿⣿⣿⣿⡿⠄⠄⠄⠄⠄⠄⠄⢠⠿⠿⢻⣦⣤⣠⠄⠄⠄⠄⠄⠄⠄⠄⠈⠻⣿⣿⣿ ⣿⣿⣿⡿⠁⠄⠄⠄⠄⠈⠄⠄⢸⣿⣿⣿⣿⣿⢭⡛⡀⠄⠄⠨⠄⠄⠄⠄⠄⣿⣿⣿ ⣿⣿⣿⠁⠄⠄⠄⠄⠄⠄⠄⠄⠄⠻⣧⡀⣈⣿⣿⠟⠄⠄⠠⢇⠄⠄⠄⠄⠄⣿⣿⣿ ⣿⣿⡁⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⢀⢀⣉⡉⠉⠄⠄⠄⠄⠄⠰⠂⠄⠄⠄⠄⢹⣿⣿ ⣿⣿⡇⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⣿⠿⠁⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠘⣿⣿ ⣿⣿⣿⣶⣤⣤⣄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⠄⣼⣿⣿
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]游戏首要的问题是把拖泥带水的动画效果进行一次优化[/h1] 他真的好玩,我跟你讲,但是说真的太拖沓,把我胃病拖出来了——《元气百响》,一款[b]被低估[/b]的超好玩节奏对战类二次元游戏,绝非表面那么简单,也具有显著的缺点,总而言之:瑕不掩瑜的动漫风小品作~ [h2]多玩一会儿会把心肝一起吐出来?[/h2] 作为一款短篇作品,《元气百响》带给我的感觉就是在平庸之上多了几分韵味,游戏的本质并不能被称得上“烂”,因为从制作组小团队来说,这个美术画风,动作层次和UI设计都是非常成熟与耗资的,可谓是把资金全部扔在了美术上,让我想起来之前玩过的一款名叫《UNBEATABLE》的后辈作品,横板的动作系统,节奏为主笔的站立打击动作,与熟悉的二分ESC UI,当然这里并不是说有任何抄袭OR借鉴的存在,更多的是一种神似而绝非形似,因为《UNBEATABLE》确实属于财力过人的重磅作品,而在《元气百响》里透露着独立制作人的青涩与经验匮乏。 在这里笔者跟随评论区的指引特意前往拜读了:Alicesoft(アリスソフト)旗下的著名画师——おののいもこ鱼介的美术风格,富有张力的色彩运用与透着油彩的厚涂笔触,毫无疑问《元气百响》有着一份极具魅力的美术风格,也正是这份美术风格吸引了我——毕竟,人总是视觉动物。 而落实到游戏体验,和制作人的窘迫一样,本身经验不足,导致产生各种拖沓的动画和几乎没有的适配能力,不过我可以承认游戏的质量在独立游戏里属于一流水准,因为《元气百响》的逻辑是完善的,利用键盘打点造成伤害,累计觉醒条,通过闪避格挡/反击避免浪费,再一口气释放,造成巨额伤害,并在高难度下实现进退循环,但随之而来的问题也暴露在我们面前,如何在精准打出Perfect的同时,避免被各种怪物的快慢攻击造成伤害,这也是游戏的难点所在,对于游戏玩法的争议大致也在此。 假如说肉鸽游戏是在游戏随机性中不断训练自己,那《元气百响》就是在战斗循环里找到数值和操作的一份平衡,更直白的说:你一刀就把对面砍死了HYW?游戏内置了过量击破的机制,只要积攒大招最后对残血小怪造成伤害,就会把溢出的数值施加到封锁的道路和怪物身上,最大的问题也在于此,当你一刀一刀燃烧刀,刀刀烈火时,对方的血量根本不足以招架你的猛烈平A,更别提攒出大招了。 [h1]回头一看,小问题很多,定睛一看,其实还不错[/h1] 说实话《元气百响》已经远超笔者的期待了,鲜艳的美术风格,精致的演出战斗,他在自己的长处做到的最佳,但也处处透露着独立创作者特有的问题,笔者希望作者能重制本作,一定会比现在更棒~ [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」 [/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote]
[h1]上手即玩的二次元格斗音游[/h1] 《元气百响》,一款集合了二次元画风、轻度rogue走格子,角色养成、rpg与音乐等要素的格斗游戏,不过虽然要素众多,但是游戏的上手并没有多难,基本可以说是上手即玩了。 因为在游戏最重要的战斗中,我们需要做的就是跟着bgm的节奏,适时的使用攻击、闪避与格挡,然后释放积蓄好的大招奠定胜局即可。 游戏的背景是世界上存在着名为“库鲁鲁”的生物,这种生物与人类的情绪相关,当有人的情绪波动过大以至于影响神智的时候,库鲁鲁也会随之对人类产生影响。 而只有极少数的人类才能够看到这种生物,这些人被称之为“调律师” 嘛,设定归设定,但是在游戏中,我们要做的自然就是战胜这些生物,消除他们对情绪失控的人类的影响。 游戏内容采用了走格子的形式,我们可以根据自己的决策来规划行动路线,然后遇到各种“奇遇”,比如获得宝物、角色的培养素材、战斗中的增益道具以及碰到怪物进入对战,一步步接近所调查的事件的真相。 游戏最吸引我的自然还是颜色鲜艳的二次元画风,而在进入游戏后我们可以使用的三位初始角色的立绘也比较精致,角色塑造特色鲜明。不过让人略有遗憾的是再进入战斗之后的角色建模相较于立绘就要略逊一些了。而游戏性方面也还不错,随着音游节奏操作角色攻击什么的,玩熟练之后还是蛮有趣的。 不过目前游戏评价略低的原因自然也是有不少的,比如说进入游戏之后就无法使用鼠标操作了,ui的各种选项都需要用键盘再选择,老实说刚上手的时候着实有点不适应 并且目前游戏也有着不少小bug,虽然影响不至于很糟糕,但是遇上了总归是让人不太愉快的 而最想让我吐槽一下的其实还是游戏的战斗,在探索中我们是在三位角色中来回切换的,每场战斗使用的角色可能都各不相同。而三位角色的武器分别是长剑、拳套和大锤。 三种武器的攻击方式各不相同,手感也有所差别,总是来回切换角色使用个人而言有点不喜欢。而且最重要的是,游戏中攻击到敌人的打击感有点弱,而且在攻击时总感觉有点卡手,不是很流畅。 嘛,总体上来说我还是比较喜欢这款游戏的,毕竟画风很合我的口味,战斗的难度也算不上特别高,不用花费太多的心思。 但玩的久的话容易感觉比较单调,还是希望能有更多的内容。 来者不拒鉴赏组([quote]关注「 [url=https://store.steampowered.com/curator/44066492//]来者不拒鉴游组」[/url] [/quote][u][b] 做最真实的评测,用心为玩家推荐 [/b][/u])
ビジュアルアイデア共に良ゲーの匂いがし購入。 しかし待っていたのは暗転進行不能バグ...(私だけか...?) パッチでよりよくなることを祈ります!
挺喜欢这画风的,但目前问题也不少,啥时候改了啥时候转好评 1、界面里没有鼠标 2、手柄连接以后显示的还是键盘的按键 3、打击感有点薄弱,建议添加一些打击音效以及手柄震动反馈
[h1]元气百响-融合RPG、音游、格斗元素的二次元游戏[/h1] [h2]游戏设定[/h2] 这是一个人类与意识生物“库鲁鲁”共存的世界,人类必须与库鲁鲁保持良性的平衡才能确保神智与认知能力的稳定。 库鲁鲁与人类的律动同调后会诱发相互交替作用,关联者的行为及情绪将难以避免地出现混乱、失控。 在人口密集且文化结构复杂的现代城市。若出现无法制止的异响失控更会诱发‘’同调扩张‘’,形成群体性的威胁, 为了避免人类因异响失控而面临危险,调谐师需要主动监测异响,介入异常律动,这类行为统称为‘’调谐‘’。 这个夏天,弥奥依(勉强)通过了职业考试,与卡苏娜、汐丝作为见习调谐师来到了百响城。 这是一座有着近两世纪历史,但与外界交流并不多的沿海城市,近十年却备受调谐师协会关注。 百响城虽然是有着近两世纪历史的沿海城市,但它与外界的交流不多。在综合评估过后,协会才决定将百响城定为新增的见习生考核点, 作为百响城的首批见习调谐师,见习期是6个月,目标是达成认证调调谐师的考核。进行城市调谐是弥奥依等人在百响城的首要任务,确保百响城的稳定,当探测器警报响起时,众人便要尽快找出异响的来源。 [h2]玩法内容[/h2] 游戏难度可以选择普通、困难和噩梦,普通难度是享受故事轻松战斗,困难模式则是能够展现调谐师的实力,噩梦难度是挑战不可能完成的任务,想要轻松游玩选普通就行。 游戏主界面是分为巡查、组员、技能以及训练四大板块。 巡查过程就是走格子前进,每次移动切换一名队员,行进过程中会触发各种事件,诸如事件侦查、调谐档案收集、战斗、宝箱获取零食商店、老虎机抽奖等,每位人物身上都会带有音准值,可以消耗音准,进行事件的侦查扫描,检测律动,解决异响威胁以及技能修正。可以通过零食店来买一些零食补给恢复状态,提升攻击力或者是金币、磁带等,巡查的结果和目的是写成调查报告并提交,提交后本章节结束,巡查过程中可以收集一些响能,主要通过战斗或者抽奖(每次抽奖消耗1音准)获得,这些响能能够换取关键物品的,可以不断提升提升个人能力; 组员可以查看当前队员的各项属性,可以升级队员等级和调整所佩戴的戒指(有不同的加成); 技能则是消耗任务章节获取的磁带提升各种技能的概率; 训练板块聊胜于无,无非就是对游戏内容的介绍。 本作战斗操作也非常简单,简单来说闪避、格挡、攻击、反击,连续combo攻击可以积累大招进行释放,进而造成元气一击,战斗过程中的共鸣会对已发现的全体敌人造成等量的伤害,共鸣伤害也能应对特殊目标(门)的阻拦,同时需要注意角色的HP体力值,一旦被敌人击败,本次巡查自动终止,所以每次战斗过程中需要尽可能的击败敌人。 [h2]评价总结[/h2] 本作美术风格非常鲜艳,一定程度上是比较吸睛的,RPG、音游以及格斗元素融合在一起,也丰富了整体游戏性和游戏内容,此外美少女立绘也还行,配音也不错,但整体手感不能说太好也不能太差,只能说够玩,如果是想体验这种风格和玩法的,那么可以浅玩一下。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
《元气百响》是一款二次元风格的节奏格斗游戏,玩家将来前往一个有着“库鲁鲁”的世界,扮演能够与库鲁鲁进行交流的调谐师,在百响城内进行巡查,找到“失调现象”,然后与敌人进行战斗,将其清除。 游戏的美术风格可以说是游戏的最大牌面,游戏采用了非常鲜艳的色彩来对角色以及场景来进行描绘,效果很不错。而且游戏中的角色也非常的可爱,无论是紫发知性大姐姐卡苏娜,还是元气十足的金发少女米奥依,还有我最爱的白毛少女——汐丝。这三位便是我们要操控的协调师,她们将手持武器进行战斗,卡苏娜大姐姐竟然拿着大锤,可以说是有点反差了。不过汐丝这位无口少女配上刀,只能说非常的合适。 游戏的玩法不是很复杂,就是只需要按四个键,空格键进行攻击,D键进行防御,左方向键进行闪避,R键释放大招,不过按下这些键的时候需要注意时机,就和音游类似。第一次攻击后,就会进入“音游”环节,后续的攻击在特定的时机输入就会触发连击,增加伤害,还能快速积攒能量条。防御也需要抓住时机,不让会失败扣血,成功的话则不会受到伤害,且连击也不会断。闪避则可以躲开敌人短时间内的所有攻击,但是代价是连击数会清空。而大招则是在积攒满能量条后释放,连击越多伤害越高。这一套操作机制本身还行,但是游戏完全不支持鼠标,全程只能用键盘,包括主菜单和设置界面,让人费解。 游戏采用的是走格子的模式,玩家需要一步步推进,收集调谐档案。有战斗格子,有随机事件的格子,也有商店格子,还有BOSS格子,玩家不需要清空所有格子,只需要收集到档案前往终点就能通过这一关。游戏有着一定的局外成长,在局内收集到的货币,可以在指定的格子内兑换一些用于永久强化角色的道具,每一关只能兑换一次。 《元气百响》在美术方面表现很不错,战斗机制较为简单直观,但操作手感有点难受,游戏目前对鼠标的支持不是很好,希望后续能够改进。 [quote] 欢迎关注[url=https://store.steampowered.com/curator/44917227/]游戏猫咖[/url],带给你最全面、最专业的游戏评测。 [/quote]
BeatRider is an ambitious indie title that combines supernatural storytelling, roguelite mechanics, and anime-styled action into a package that feels refreshingly different from many games in its category. Developed by 无限电玩 and Combo X Camp and published by Neverland Entertainment, the game introduces players to a world where mysterious creatures known as Kururu coexist with humanity, influencing emotions, thoughts, and even physical conditions. Players assume the role of Mioi, a young apprentice Tuner who arrives in the historic Baixiang City alongside her companions to uncover the source of a growing wave of strange incidents. The setup immediately establishes a sense of intrigue, inviting players into a setting where everyday life and unexplained phenomena are tightly intertwined. What makes BeatRider stand out is its commitment to world-building. Baixiang City is portrayed as an isolated coastal settlement with a long history, and the game's descriptions emphasize the uneasy atmosphere that has settled over its streets. As players investigate various cases, they slowly peel back layers of secrets involving the city's past and the relationship between humans and Kururu. The narrative carries a distinctly anime-inspired tone, complete with colorful personalities, dramatic reveals, and moments of levity between the central cast. While the storytelling occasionally slows the pace with lengthy dialogue exchanges, it succeeds in creating a setting that feels worth exploring. The gameplay blends multiple ideas into a cohesive loop. Exploration is driven through patrols and event cards that determine what players encounter during their journeys. These random elements help ensure that no two sessions play out exactly the same way. Players may stumble across valuable resources, story events, or dangerous enemies, adding a welcome sense of unpredictability. This roguelite structure gives BeatRider considerable replay value, particularly for those who enjoy experimenting with different approaches and uncovering hidden content across multiple runs. Combat adopts a relatively straightforward design philosophy. The game favors accessibility, utilizing simple controls that allow players to execute attacks and defensive actions without an overwhelming learning curve. Timing remains important, however, as successful blocks and evasive maneuvers can make the difference between victory and defeat. Although the combat system may not possess the depth of larger action RPGs, it remains entertaining throughout much of the experience thanks to its brisk pacing and the gradual introduction of new challenges. The balance between action and narrative ensures that neither element completely overshadows the other. Visually, BeatRider embraces its anime identity wholeheartedly. Character portraits are expressive, and the game's artistic direction gives its world a distinctive charm. The contrast between vibrant character designs and the darker undertones of the story creates an appealing aesthetic that helps reinforce the game's themes. Enemy designs, particularly those connected to the Kururu, contribute to the sense of mystery surrounding the world. While some environments can become repetitive over time due to the randomized nature of exploration, the presentation remains consistently appealing from beginning to end. BeatRider is not without flaws. The reliance on procedural encounters means that repetition can occasionally set in, especially during longer play sessions. Some gameplay systems are introduced with minimal explanation, leaving players to learn through experimentation. Additionally, its hybrid design may not satisfy players looking exclusively for either a deep roguelike or a traditional action RPG. Instead, the game occupies a niche between genres, which can be both a strength and a limitation depending on individual preferences. Despite these shortcomings, BeatRider succeeds in delivering an experience with a strong sense of personality. Its combination of supernatural mystery, roguelite progression, and accessible combat creates an engaging adventure that rewards persistence and curiosity. The game's memorable setting and likable cast elevate it beyond a simple indie experiment, making it an easy recommendation for players who appreciate narrative-driven experiences with light action elements. While it may not redefine its genres, it demonstrates a clear creative vision and offers enough unique ideas to leave a lasting impression. Rating: 7/10
反人类游戏不好玩
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