
Dragon Loop is a metroidvania combining time travel and branching map design. Explore the large open world in a five day loop, opening up new worldlines. Explore a 2D, hand-drawn world, engage in fast-paced battles, and retrieve memories to shape the future.
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About
Play as Xi as she tries to navigate a five-day time loop and figure out what happened to her memories.
Together with her companion, Ouro, travel through a true metroidvania world where time changes the terrain in subtle ways. Escape the loop through exploration and battle. Change Xi’s fate and learn the truth of the Dragon Loop!

Defeat a wide range of interesting bosses to get exclusive summonable spirits. Destroy your foes with powerful Explosive Spirits, or summon Persistent Spirit companions to follow you around. Upgrade and evolve both types to enhance their combat power!
Find rare Pearls to summon powerful tools that help you traverse the world. Spiky pufferfish, magnetic boxes, a vacuuming whale spirit… and more. Each has multiple uses in both combat and traversing the world, unlocking many ways to play!
Combine Xi’s strength with Ouro’s agility in fast-paced combat. Play well, manage your X-Rating, and boost your speed and combat power even further in this fast-paced combat system with no contact damage.
In Dragon Loop, time is a limited resource. Use your five days wisely and plan your routes through an easily-navigable Time Map. Explore and open up new worldlines to see how things play out differently.But don’t worry: this isn’t a roguelike; you never start from scratch.
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Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Faccio la recensione di un metroidvania con ottime idee e molto potenziale che, purtroppo, si perde nel bilanciamento. Il gioco non è per niente male e riesce a tenere incollati per la ventina di ore necessarie per il suo completamento, ma soffre di problemi di bilanciamento dei boss. Si passa da boss privi di sfida a boss eccessivamente impegnativi nonostante tutti i potenziamenti a disposizione. Forse consapevoli di questo limite, gli sviluppatori hanno inserito la possibilità di acquistare scudi aggiuntivi e cumulabili in grado di buffare notevolmente la protagonista. Non tutti si possono permettere di fare giochi difficili perché serve un gran talento di bilanciamento ed è facile passare dalla sfida alla noia/frustrazione. In ogni caso, con i giusti potenziamenti/buff si porta a casa la vittoria. La gestione della mappa porta a volte a doversi disperare alla ricerca di percorsi che alla fine si rivelano abbastanza semplici da trovare. I comandi a volte non rispondono alla perfezione, ma nulla di insopportabile. Molto particolari le skill che saranno sbloccate man mano nel gioco. Un punto a favore sicuramente. Ho preso questo gioco spinto dalle ottime recensioni. Le condivido in parte perché comunque il gioco è sbilanciato. Lo consiglio a chi è disposto a perdere tempo alla ricerca di potenziamenti e non si rompe le scatole con boss che spesso attaccano alla cieca di continuo. 7,5/10
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Languages: Simplified Chinese, English, Korean
Hours played at review time, across 89 reviews with recorded playtime.
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优点: - 把“时间”做成地图节点,探索需要自己规划最优路线 - 探索不完全设限,第一次到时间终点后就能从起点往任意方向探索 - 能力组合的自由度极高,很多能力锁都能靠组合技“逃课”通过。比如弓箭+冲刺=无限蹬墙跳,上勾拳+回归=无限二段跳 - 画风可爱,白毛龙娘好评。 缺点: - 组合按键太繁琐,极容易误触,而且不能改键 PS: - 滑板不仅能用来探图,还能打空战把敌人当跳板一直踩在头上,很有乐子,对部分只能朝下攻击的boss有奇效 - 轮椅打法:带追踪和碰撞伤害的魔剑 + 受伤回精灵能量的古董,不用主动攻击只要专注于躲避攻击就行
This game is honestly pretty amazing, it's a cute metroidvania where you traverse through zones, and backtracking isn't nearly as simple as you might think. Gameplay 8/10 Combat 7/10 Story 8/10 Now at the start, the game basically powergates you into taking a specific route like all metroidvanias, but once the world opens up, it's incredible how all the movement tech connects with each other. By the time the world opens up, you can climb walls infinitely, which does open up plenty of sections if you perform a bit of trickly platforming, but despite this extremely generous movement, the game does a good job restricting you regardless. The combat is somewhat basic, standard dodge and attack back, but you unlock special attacks and summons to assist you. Admittedly I generally only used Xi's body to fight as well as a single summon, so I can't comment too much in regards to that. The story is quite interesting honestly when you can piece things together. Admittedly, having knowledge of chinese myth would probably help. Though I can't parse the game especially well, It ranks rather high for me. Honestly, the biggest things I liked about the game was the movement and the story. it's a very cute and interesting game that most metroidvania fans would like. Especially when you get the ability that lets you go wherever whenever.
[h1] 《衔尾:龙之铃》简单测评 [/h1] [i]这是一款将时间循环与箱庭地图巧妙融合的类银河恶魔城作品。玩家扮演失去记忆的白发龙娘,在五天一轮回的世界中探索战斗,敲响龙铃,揭开轮回真相~~[/i] 我认为游戏最亮眼的设计是 "时间" 与 "地图" 的结合。五天循环并非简单重复 —— 同一张地图在不同时间节点呈现不同状态,原本的死路可能在下一轮变成通途,探索中充满 "原来如此" 的惊喜。玩家需自行规划路线、串联交通,自由度相当高。 战斗节奏爽快,打击感在线。K 键衔尾抓取兼具无敌与环刃攻击,N 键铃兰回复保证续航,击败 Boss 可解锁精灵技能与古董宝物强化。能力组合自由度高,甚至能靠组合技 "逃课" 过关。不过部分 Boss 偏受苦,受击无敌帧略短,连招输入繁琐且暂不支持改键,偶有误触。 游戏引导只能说是还行,就是时常不清楚下一步方向,需自行摸索,所以一周目玩的时间会有点久。背景与陷阱有一些区分度稍微有点低、抓取判定一开始是真有点不适应,有点蓝瘦香菇啊ovo 总体而言,两人开发便有如此完成度,框架扎实、创意亮眼,物超所值。喜欢时间循环与探索驱动地图设计的玩家,可以trytry哦 [quote]关注:「[url=https://store.steampowered.com/curator/45549554/]慕之安鉴赏组」[/url],慕赏游韵,安品游情[/quote] [u][b]“慕之安鉴赏组”静候同路人。[/b][/u]
25年8月玩的,给这部游戏写一篇迟来的好评 中规中矩,可以看出是等丝之歌等急了而做的,手感不算太好但起码帧数是流畅的,时间类的设定很有意思但也仅限很有意思了,要进入时间线必须要跑图去找钟,虽然是为了解密而做的但太过繁琐,希望优化 [spoiler]我是真想不出真结局为什么要在特定的时间连续跨大半张地图,你们觉得这样很好玩对吗[/spoiler]
[h1]我去破序?真的假的……[/h1] 我是一个基本没怎么玩过“类银河战士”的玩家,甚至连较新的动物井都是看的他人实况。也就是说,我对银河战士关键的“破序”几乎一无所通。 但是这款仅仅两个国人根据这一点做出来的游戏,非常意外的比想象中的完成度高很多。我怎么才能脱离规定路线之外呢? [h2]与看起来的廉价感不同,以破序为基础逻辑的巧妙[/h2] +游戏发生在单次流程仅仅五日(五个篝火/大存档点)内完成一次次的轮回,拿到各种各样的能力后开始进行破序突破探索,减少经过存档点扩大探索范围,在时间系统的优化上体验不同的剧情走向。中期拿到探索必要的一些能力之后完全没按照向导推荐的路线来自由探索,我甚至能力没拿完还有明显空位就要去打最终boss了。 +因为需要破序,地图设计在某种程度上了设计的很不错,在拿到能力前后规划探索线路的过程非常有趣,能支撑得起早期到达很多计划线外的地点。隐藏也非常符合基本逻辑,类银河城玩家有点意识就能很容易发现。 +大量的系统和能力让人物性能在较高的那一档,攻击方式的选择也可以根据自身习惯从平A,技能,召唤物几个流派中选择自己喜欢的,在加点(编织手链)之外48个的饰品数量只能固定带6个。boss的攻击欲望强烈且速度快,理解行动逻辑和快速反应是游戏难点。小怪设计的难度曲线也合理,前期简单的碰撞到后期用大范围攻击/自机狙/留存物来提高难度。但是整体强度都很弱,基本血量不会超过三刀。 [h2]相反的,有些地方设计的实在有些臃肿[/h2] -乱七八糟的能力太多导致跳高类能力实在是有点太多了....在一些大概不是刻意设计的点,同类型的跳高能力太多让一些地图的破序不一定依赖对应的能力,而是一些能力的极限组合也可以提前到达进行skip,比如箱子抓取无限跳,两个黑洞卡跳高,虚损弓箭单面上墙等等。反而其他个别能力只用的次数很少甚至只有一两次,奖励又只有重复大量的饰品/强化道具,让人觉得设计可惜。 -在地图从古典类银河城小方块更新成现在版本的类似手绘地形地图后好很多,且能在商人处购买到具体图例。但是拿到图例后,地图上充斥着大量图例,没法很好的确认哪些东西自己已经拿过了打过了哪些地方还没有去过。(甚至有的个别重要点没标出来...) -海量的小游戏奖励重复的饰品/强化物,boss的二阶段大多属于力大砖飞靠更大范围更多数量,人物的抓取判定也有点奇怪 [spoiler]-剧情后期没有很大的反转也没有讲得很透彻些许平淡[/spoiler] [h3]很喜欢云海两边的BGM,游戏理出来365里路的逻辑很有意思。 整体来说是比较优秀且值得一试的作品,创意点也很有趣,个人很喜欢。[/h3]
This game has an entirely unique space/time travel mechanic that I have never seen before. As you traverse the map, you go thru time gates that advance the "day". The world ends after day 5 and the loop repeats. Mechanically, this means you need to explore around to find shortcuts to travel around before the world ends. It's a neat concept and worth playing. Pain Points: - Barely passable english translation. Still uses a couple of foreign language characters for important information (like the day number). You probably should consult some game guides to compensate. - Character animations are bare bones and it is sometimes hard to tell what is happening.
真的很推荐这款游戏 游戏设定和剧情都非常有意思
DragonLoop is a very interesting mix of metroidvania progression and time-loop structure. At its best, the game feels clever: you learn something in one timeline, use that knowledge in another, unlock faster routes, and slowly understand how the world changes depending on when and how you reach each area. The core idea is strong. The true ending route, the bell sequence, and some side quests make good use of the loop concept. One quest in particular, involving a failed ritual, was well telegraphed: the game showed me the consequence first, then let me use a faster route in another loop to change the outcome. That is exactly the kind of design that makes time-loop games satisfying. The combat and exploration are also solid. Movement allows some sequence breaking, and sometimes you can reach places before getting the “intended” ability, which can feel rewarding. The bosses are generally enjoyable, and the atmosphere/story worked well enough that I wanted to see the true ending. However, the game becomes much weaker when going for 100%. Some secrets depend on very specific combinations of location, day, loop state, and previous events, but the game often does not communicate the required condition. The map and compasses can tell you where something is, but not when it exists or in which timeline it can be accessed. A few late-game secrets felt less like exploration and more like “read a forum post or waste hours testing timelines.” The worst parts are not difficult because of execution, but because the information is hidden. Some optional abilities and collectible-related content are poorly signposted, and certain achievements are practically invisible without external help. This hurts the final impression, especially for completionists. Still, I enjoyed the game overall. The main route, true ending, and several side quests are worth experiencing. Just be aware that the last layer of completion can be frustrating and opaque.
除了畫面還不錯外一無可取,感覺像學生作品
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