
In this game that combines real-time combat and deck-building mechanics, explore meticulously hand-drawn 2D environments, cast powerful spells at the right moment, encounter various events, and employ unique strategies in each run to defeat waves of enemies!
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About
Echoes of Spellcraft is a single-player game that combines the strategic depth of roguelike deck-building with the thrill of real-time dynamic combat. Play powerful spells at the right moment, encounter different events, and adopt unique strategies in each game to defeat endless waves of enemies!


The protagonist automatically seeks out and attacks the nearest enemy.
All you need to do is drag and drop spells at the right moments to unleash them.

Casting spells increases your Heat, which will gradually decrease over time.
But be careful—casting too many spells will lead to Overload, preventing you from casting any spells until fully cooled down.

Treasure, shops, facing elite monsters, or exploring the unknown—the choice is yours.

Synthesize basic spells into higher-level ones, or maintain specific spell combinations to trigger additional synergy effects.

100+ meticulously designed spells, 50+ unique enemies, 8 different hero abilities, along with various events and relics are all waiting for you to explore!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
[h1]一款游戏两个玩法[/h1] 《咒语回声》是一款采用像素风格的卡牌与肉鸽结合的游戏,其最大特色在于主角单位并非固定站位,而是能够自动搜索场内目标,并具备一定的动作元素。目前游戏提供两种玩法:休闲模式与构筑模式;休闲模式类似类幸存者,构筑模式就是传统的卡牌对战爬塔玩法;除了上面说的增加了动作要素外,还有传统的卡牌连携技能和新增的战斗“热力值”系统 [h1]两个玩法简介[/h1] 在休闲模式中,与其他类幸存者游戏玩法无差,自动杀敌、自动收集资源,自动升级、升级五级提升属性,升级十级获得随机生物。但本作的类幸存者玩法还是比较简单没啥大的特色。中规中矩,休闲玩玩还可以。 卡牌玩法和和其他的卡牌构筑爬塔玩法,这个玩法主要是体验在卡牌之间的连携效果上,需要详细的了解卡牌的组合和排序要求才能触发连携机制;不同的组合卡牌并按顺序摆放得当便可激活不同的连携效果。但实际用下来会操作的手忙脚乱的。虽然游戏中有一个闪避动作,但cd时间实在是太过拢长,boss战的时候很难合理的运用这一技能,多带一些带控制效果的卡牌比如冰系属性的,但这样又会丧失卡牌之间的连携效果,最终表现就是生存提高但伤害不足。 [h1]两个玩法的特色[/h1] 在休闲模式和卡牌模式下的战斗,都可以获得局外的升级资源,升级可以提升秘术等级,还有挑战关卡获得苍穹玉,是用于技能升级。但是,局外升级所需资源数量巨大且提升效果有限。 而卡牌模式因为连携的硬性要求以及战斗场面的动作规避,导致操作和卡牌的玩法难度都有一个不小的上手门槛,尤其是在boss战中,boss都有一到多个的范围技能,在没有携带多个闪避卡牌下,仅靠自身的闪避很难做到完全的规避。 [h1]两个玩法仍有遗憾[/h1] 以上两种模式各具有特色,且在各自的模式中融入了一些创新,但不多。然而,实际操作的体验一言难尽,这些问题源于整体的数值、玩法、构筑和限制等等。虽然有一个“热力值”系统扮演了关键角色,但难免产生鸡肋的效果;然而,实际表现却不甚理想,游戏的数值设计、构筑体系以及玩法机制均存在较大缺陷,未能达到玩家预期的体验。如果能够付出一定代价或有机制强制刷新技能,以弥补一些主角在动作上的弱势,将能在一定程度上提高体验。 [h1]最后的总结,建议观望[/h1] 总的来说,本作是被太多的玩法机制要素拖累;战斗中的多个关键点导致无论是操作还是理解都要付出太多的成本,“热力值”和“过载”使得核心技能变成一个超长CD的“大招”;整个游戏玩下来相当硬核,推荐有一定基础和能力强悍的高玩尝试。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
比想象中好玩,很不错的肉鸽游戏。
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Hours played at review time, across 32 reviews with recorded playtime.
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