
"Eddy Violet" is an Dreampunk and Postcyberpunk-based ACT game developed in the span of two years. I finished all the sections of game design by myself including 30 pieces of original music~
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About
"Eddy Violet" is an Dreampunk and Postcyberpunk-based ACT game developed in the span of two years. I finished all the sections of game design by myself including 30 pieces of original music. The game is finished in my sophomore year, 2012. After 5 years, finally got a chance to publish a Steam version! 
English version is upcoming!Stats
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Languages: Simplified Chinese**languages with full audio support
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Eddy Violet is a highly individualistic action-adventure title that reflects the ambition and personal vision of its sole creator, 大谷 DGSpitzer, who both developed and published the game. Rather than adhering to familiar genre formulas or modern indie trends, the game blends retro arcade influences with science-fiction worldbuilding, platforming challenges, RPG-like progression ideas, and experimental mechanics into a compact but surprisingly layered experience. From the outset, it is clear that Eddy Violet is less concerned with accessibility or mass appeal and more focused on expressing a distinct creative identity. The game is set in a surreal sci-fi universe shaped by catastrophe and renewal, where energy-based lifeforms coexist uneasily with remnants of human civilization. Players step into the role of Eddy, a hybrid being who exists somewhere between human and energy, serving as a guardian tasked with suppressing unrest and restoring balance in a fractured district. The narrative is delivered sparingly and often indirectly, acting more as thematic context than as a driving force. Instead of lengthy exposition, the world is communicated through visual motifs, enemy designs, and environmental details, leaving much of the interpretation to the player. Gameplay centers on fast-paced 2D action that draws heavily from classic run-and-gun and bullet-hell traditions. Eddy moves through a series of stages filled with enemies that fire dense, colorful projectile patterns, demanding constant movement and sharp reflexes. A key mechanic revolves around color-based interactions between attacks and defenses, where understanding how different energy types counter or amplify each other becomes essential for survival. This system elevates combat beyond simple shooting and dodging, encouraging players to read patterns carefully and adapt positioning and timing to mitigate damage. Each level culminates in a boss encounter designed as a skill check that combines everything learned up to that point. These fights emphasize pattern recognition and endurance, often pushing players to the limits of their situational awareness. While challenging, the bosses are generally fair, rewarding persistence and observation rather than brute force. Outside of combat-heavy segments, the game introduces hardcore platforming sections and assorted mini-games that shift the pace and test precision in different ways, adding variety and preventing the experience from becoming monotonous. Progression in Eddy Violet is relatively understated but meaningful within its scope. Hidden items and optional challenges reward exploration and careful play, encouraging multiple attempts at stages to uncover everything they offer. While the game does not feature deep character builds or extensive customization, the gradual increase in difficulty and mechanical complexity provides a sense of growth rooted in player skill rather than numerical upgrades. Visually, the game stands out through its distinctive pixel-art style infused with surreal and dreampunk-inspired imagery. Environments feel otherworldly, blending mechanical structures with dreamlike elements that reinforce the game’s abstract tone. The art may appear rough or unconventional at times, but it is cohesive and expressive, clearly driven by a singular artistic vision. Complementing the visuals is a substantial original soundtrack composed by the developer, featuring energetic and atmospheric tracks that heighten tension during combat and lend emotional weight to quieter moments. Despite its creativity, Eddy Violet is not without limitations. One of the most notable barriers is its lack of full English localization, which can make narrative elements and menus difficult to understand for non-Chinese-speaking players. Additionally, as a largely solo-developed project, the game occasionally shows technical roughness, such as inconsistent performance or control quirks during particularly busy sequences. These issues do not define the experience, but they do remind players of the game’s indie roots. Community reception has generally been positive, especially among players who appreciate experimental indie games and are willing to overlook rough edges in favor of originality. Many highlight the inventive mechanics, memorable bosses, and striking soundtrack as standout features, while criticism tends to focus on accessibility and polish rather than core design. The game’s reputation reflects its niche appeal: it resonates strongly with a specific audience rather than attempting to satisfy everyone. Ultimately, Eddy Violet is a game driven by creative conviction rather than convention. It offers a challenging, mechanically interesting action experience wrapped in an unusual sci-fi aesthetic that feels deeply personal. While its quirks and barriers may limit its reach, players who enjoy retro-inspired action games, bullet-hell mechanics, and indie projects with strong artistic identity will find Eddy Violet to be a memorable and rewarding journey that stands apart from more formulaic titles. Rating: 6/10
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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
能将自己年少时的梦想实现是一件非常了不起的事情,而如果是你独自一人完成,那便大可挺起胸膛为之自豪。 自从STEAM正式开展大陆支付业务以来,平台便借由数个游戏及渠道的传播快速与大量普通玩家接轨,更为原本受到各种限制而无法自由使用部分贩卖、交流及支持网站的游戏作者提供了机会,本作便是许许多多国产独立游戏中较为名不见经传的一部作品。 作为评测,不仅包含自己游玩的感想,更重要的是为想要购买的玩家提供建议和支持,首先要给大家提醒的就是:这是一部并不简单的游戏,用现在流行的词汇来说甚至接近硬核,由于游戏的难度偏高且要完整体验游戏必须打通所有难度(除额外收集),所以极度不建议一般喜欢轻松混关的休闲玩家,不擅长平台射击的玩家,对弹幕类型比较苦手的玩家,以及讨厌卡关随时可能变身KBC战士的暴躁老哥玩家购买。 本作原为某个小圈子内一位多才多艺的作者,依据自己学生时代的构想独立完成的游戏,本身完成时间较早且并未广泛传播,所以实际上可以算是情怀作品,作者也在当年的基础上进行了一些修改,并加入了部分新元素,迄今为止游戏已经基本趋于完整[spoiler] 虽然有些新功能和老问题是还需要修啦,不过太多的原因估计更新只能在梦里了[/spoiler] +独立制作修改发行,游戏趋于完整并且有一定游戏性 +独特的世界观设定和剧情,意想不到的慢热 +一旦接受了这种设定还蛮带感的美术风格 +较为独特的玩法,结合了平台射击、弹幕(消弹)、纵向射击等要素 +短小精悍,内容比较充足 +附带的小游戏也十分有趣味性 -由于制作时间较早造成的技术力不足等相关问题 -由于制作平台原为FLASH而导致的各种技术上的限制问题(音频画面优化等等等等) -由于上一条导致的一些新老良性恶性BUG问题 -作为公开发行的游戏作品未能妥善处理游戏难度 -游戏整体难度曲线较为诡异(包括不同难度的多周目) -加入新内容后(大概是基于技术限制和工期)与原本的融合度欠佳(例如FLOW的种种) -世界观未能得到完整展开,十分遗憾[spoiler] 剧情最后居然戛然而止气死偶咧,第二部或重制请,敢出敢买先来三份[/spoiler] ±由于完成时间较早,质量参差不齐的BGM,[spoiler] 并不是我身为音效师要求太高不过真的是···旱的旱死,涝的涝死···一首听得我甚至想去给作者递名片探讨作曲,紧接着一首就让我想起年代久远的地狱[/spoiler]可以看出作者有擅长和不擅长,直到参与隔壁永远消失的幻想乡为止亦然,不过诸如量化这类即出则不该犯的问题,确实应为谨慎 我自己不是什么学得快反应快的人,而且随着年龄也渐渐变得愚笨,不过不得不说本作是三年之内让我一度打(ka)得窝火的游戏之一[spoiler] 另几部诸如黑魂三(四?)部曲,仁王,以及部分动作游戏的高难度模式以及我绝对不会说甚至一度想给这普通难度都不普通的游戏差评[/spoiler],直到写这篇评测为止,我尚未解开游戏的所有部分,也并未掌握所有的技巧,仍在回味游戏的同时也希望作者之后能通过更正式的形式发布更多更好的作品,毕竟步入了大雅之堂理应抛弃一些小圈子内的习惯。 7.5/10 还能更好
虽说支持国产是好事儿,但这个游戏的质量确实不高,而且优化还稀烂。 不明白为什么一个动作僵硬2D游戏,能稳定保持在30帧以下,而且发售至今都没有做出任何优化更新,作者好像还屁颠颠的跑去做漫展模拟器了,早知道他根本不想管这个残次品,我当初就退款了。 辣鸡玩意儿。
首先非常感谢17173萤火虫鉴赏组(https://steamcommunity.com/groups/17173firefly )提供的测试key 虽然说我们应该支持国产游戏,我玩之前也了解过,这是一个人完成的游戏,我很佩服他,但这不能成为给他推荐的原因。先说下优点吧,原创,自己塑造了一个世界观,然后就是bgm比较应景,听起来不错,子弹抵消变色是个新设定。但缺点更多多:既然作为一块pc端的游戏,画质实在是有些让人难以接受,就和类似的游戏比差距就很大。第二是剧情太老套了,回忆杀十分突兀。比如有一块,boss打着打着来一段回忆,影响游戏体验不说还感觉很尴尬,感觉不出他们两人的友谊,至少应该把回忆分散下,不要全堆在一起,没有代入感。还有一点就是游戏的操作性,游戏其实不是特别硬核,但是一开始接触的时候很难接受空格不是跳这种设定,而且特别单一,就一个球给你发任务,一个球在训练时和你说一句就消失,除此之外没有别的npc了!?有一关是要操控飞机和别人战斗,但子弹的方向有延迟,对方的子弹还能抵挡我方的进攻,瞬间加大难度。还有一点就是跳的那个方块有些太小了,这毕竟是那种射击游戏,在这上面凭空增加难度不是很理解。所以单论游戏,我不能给他推荐。
第几次评测自己不记得了。买这个游戏是因为刚刚看到推出,又是一个人制作的,所以顶一下,游戏的画面一般,操作有些许的生硬,两下W可以二连跳这个在4399上的一个太空战士类似的游戏上接触过,抵消炮弹这个设定颇有些趣味,音乐也可以。收藏也有,手残党的灾难也有。似乎这个游戏考虑的也比较全面,就等着优化和更好玩的设定了,期待DLC。
《eddy紫》第一眼看上去可能很不起眼。但是要知道这款游戏诞生于5年前。那个时候国内的独立开发团队都没有多少。而大谷spitzer凭一人之力完成了游戏的全部开发工作。真是非常了不起。游戏的音乐给人印象深刻,剧情也很治愈。围绕着游戏的各种周边,如表情包、MTV等强烈体现出作者对这个作品和这个世界观的爱。 游戏的类型属于横版弹幕类。在2012年那个时候算是首创(rabi-ribi要晚出将近3年半)。在难度上,由于横版的大类型导致整个角色都是碰撞体,而且角色是垂直跳跃而不是水平移动(第三关的飞行场景除外),且角色无法像东方系列那样减速(部分技能除外),导致难度比起东方系列高出不少(个人估计至少10倍以上)。又加上能量色的设定,如果玩家养成方向过于分散,到了后面的关卡几乎是走投无路。所以个人觉得这个游戏难度有点偏高。非弹幕类游戏高手强烈建议选择简(cao)单(mei)模式。 游戏的UI做得非常用心。螺旋状的血条不知道作者花了多少心血去搞,想想就很麻烦。但是毫无疑问给游戏整体印象加分不少。 游戏的完成度也非常高,除了主线流程外,还有各种附加模式,以及游戏中的各种收藏品。 总之,非常赞赏和推荐这部游戏。这款游戏见证了中国独立游戏圈的萌芽时期的开发者的才华和热情。
游戏由[url=http://steamcommunity.com/groups/17173firefly]17173萤火虫[/url]提供 首先非常感谢萤火虫提供的测试key。 之所以申请了测试这个游戏,是因为之前看到该作者制作的漫展模拟器被各大游戏媒体宣传了一波,然后我在一些博主那里看到了这个游戏的介绍,对于个人独立制作的这个游戏产生了兴趣。 游戏画面属于那种追求精美华丽的人一看就不喜欢的那种,不过个人倒觉得画面虽然简单,却蛮有表现力,但是游戏过程中感觉有时不太流畅。BGM简短而有魔性。游戏性方面,我玩的是简单模式,就简单模式来说感觉武器的设定不太好,我一直用的是重武器,伤害高而且射程远,其他两种除了试了一下其他时候没用过,技能在前面基本没什么用,相同颜色子弹抵消的创意在这种弹幕游戏里很新颖。还有个问题就是视野外的敌人打不到(射程原因?),但是会被打到,体验不太好。BOSS的难度设计不是很好,第一个BOSS倒比后面的难些。游戏还有血量蓝量、武器和技能升级,简单模式很容易就升级了好几项。另外确认键设置为G,有点多余,个人觉得可以合并为空格。至于剧情,并不能让作为科幻小说爱好者的我有感觉。 总的来说,作为完全由一个人完成的游戏,其内容完整,要素也挺丰富的,我也很佩服作者。但是不知是否因为这个是高中开始做的游戏的原因,感觉游戏不够成熟,若是抱着无聊的时候玩玩的心态还可以,也值这个价,个人体验来说并不是很推荐。
喜加一,略略略
水平确实有限,同等价位可以买到更好的同类型游戏,不过考虑是独立游戏制作人的处女作,勉强给个好评吧
我这电脑玩着是无敌难了,只要屏幕上东西一多就卡,不能换射击方向,不能走位,目前被空蜂令按着摩擦了 攻略中…… -------------------------------- 绝了,发了评测就过了,感谢电脑没卡,继续往后打了 -------------------------------- [spoiler] Flow的小锤锤太阴霸了!!![/spoiler]
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