
"Magicraft" is a Roguelike game that uses a variety of spells to match unimaginable spell effects, and the construction of ultra-high degrees of freedom cannot even be exhausted by developers.
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About
The legend! The one who pulls out the staff will be the brave one who saves the world!
Magicraft is a magic action roguelike game. The game takes the world invaded by ancient gods as the core, creating an aerial magical fantasy world. The player will be a brave man who strays into this world and pulls out the legendary staff, Crusades against monsters, combines unique spells, defeats the ancient gods, and saves the world invaded by the ancient gods!
Wonderful combination of magic world and action roguelike with dark spoof style!
“Magic: An Otherworldly Life from the Toilet?
Setting foot on an otherworldly continent where powerful magical creatures dwell, you'll progress from novice mage to master, traveling through dense forests, purgatory, or gaps in time and space, and across five chapters to battle the Demon Lord.
Evil and magical creatures will put obstacles in the way of your journey, so please save the increasingly corrupt world from the hands of the ancient gods!
Weave your own magic with hundreds of powerful spells!
The battle with the Demon King requires every effort to utilize your imagination and wisdom, you can reasonably combine a total of one hundred kinds of wonderful spells, colliding with unexpected amazing effects and gorgeous magic, summoner, elemental mage, melee mage? Even the producer can not think of your way through!
Rich roguelike elements, enjoyable combat experience!
100 unique attribute staffs, 80 kinds of powerful relics that can bring various kinds of benefits and change the appearance of the character, 9 initial character sets, and even blacksmith forges and stores to strengthen, each game is a randomized and exclusive new experience!
The deeper you go into the enemy's belly, the more you grow, and the more powerful spells you can use to bring fatal blows to the demons, making the battle full of infinite possibilities!
Interesting bonus levels, challenging mini-games to get props!
In addition to intense and exciting battles, the game also sets up a variety of interesting decryption levels, wizards can rely on their own power and wisdom, solve the puzzles in the map, access to new relics and spells!
Battle monsters by solving puzzles and gain the courage to be able to face monsters head on!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 911 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不更新游戏内容和地图,搞这么多没鸟用的皮肤
傻批解谜太多了,妈个逼浪费一个钥匙就是为了解谜作者设置的傻批益智小游戏。操你老妈
是个好游戏,但是内容有限,在产能有限的情况下官方不开放创意工坊,是没法理解的
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, German, Russian, Korean, Italian, Turkish, Czech, Polish, Swedish +3 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 915 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺好玩的,也是全成就通关了,唯一要喷的是,你钥匙门搞屁的解密,我是放轻松的,不是开发大脑的,尤其是连线,傻逼吧策划,草泥马
After sinking a perfectly healthy amount of time into this game I can say with certainty that this is one of m favorite games I've ever played. I love picking up a controller and mindlessly slaughtering every enemy that is in my way. I also love the practice area that lets you mix and match spells that you have already come across. All of it is translated to English very well, there is plenty of wizards for all fighting styles, and the free DLC is fire. My only complaint that I have is there is no much use for all the money I have collected after buying all the upgrades but that can be attributed to the hours I've sunk into this game. Other than that I cant wait for more updates!
Absolutely amazing. If you like Noita, but wish that it was actually fun, this is the game for you.
Good game if you like strategy. Anyone who likes games SIMMILIAR to deck building games they might wanna check this out. The game is not really a grind game other than the upgrades you can get. Mostly all the wikis for things such as relics and spells are outdated. And a tips for new players. 1st Download the dave the diver dlc, trust me, it is worth it :). 2nd to obtain some legendary lookin relics do not take any sort of PHYSICAL damage (Actual health) it does not matter if you only take shield and temp shield just do not lose physical hp. Doing this will unlock a side door with "Epic" rarity relics but they require MAX HP, THIS WILL subtract from your total max hp (so lets say you have 100/100 max hp and you buy a relic that costs 25 then you will have 75/75 max hp. having damage on your hp won't really matter so lets say you have 20/200 and you buy reboot key which is 45 max hp then you will have 20/155) There are also the chances of gaining Epic spells from a spell room, but this very rarely happens and you will have better luck from doing some of the minigames :) i hope this helped some new players. (side note: you do not have to buy the dave the diver set, it just makes things a bit more funny and fun to play sometimes for beginners)
Magicraft combines elements of multiple other entries in the roguelike genre: Noita, Binding of Isaac, and Hades primarily. While this sounds fantastic on paper, it unfortunately ends up being an inferior version of all of its influences. Let me explain. The biggest borrowed mechanic is the wand-tinkering from Noita. A lot of familiar elements are here - cast delay (how long between each fired shot), recharge time (delay after casting all spells in the wand), spell modifiers, and more. In Noita, this system is well-calibrated to reward players who spend the time to understand how the system works. On earlier levels in Noita, you get low-powered spells, but even these weak spells can be quite strong if you find a wand with the right stats and understand how to tinker with it effectively. In Magicraft, by contrast, the spell balancing is all over the place; on my very first run, I got a spell in one of the early rooms that carried me all the way to the act 3 boss using only my basic starter wand. Yeah, you can still create some crazy combos, but it's less satisfying due to the careless balancing and simplified wand mechanics. In terms of gameplay feel, the strongest similarity is with Binding of Isaac. The combat feels very BoI-esque, and there are other borrowed mechanics like keys-as-a-resource, a post-boss room similar to the "Devil Room" in BoI where you can trade max HP for perks, etc. Here again, though, Magicraft falls short, specifically with the theming. In BoI, the enemies and rooms feel uniquely crafted to fit the theme. Enemies are gruesome and satisfying, often twisted versions of the baby-protagonist Isaac himself; in Magicraft, you're mostly fighting slimes, skulls, snakes, etc; generic, in a word. In BoI, the shop is themed like an arcade with plunky chiptune music, and a (very dead) shopkeeper; in Magicraft, the shop is just a bunch of tables on a carpeted floor with some target dummies in the corner. In BoI, the centerpiece of the Devil Room is a sleeping statue of Beelzebub with creepy background music; in Magicraft, it's a mostly-empty room with a few pedestals on top of a pentagram pattern on the floor. I could go on, but this pattern repeats itself throughout the game. The Hades influence comes primarily via the map navigation, where after completing a room, the player is (sometimes) given a choice between the two next rooms, with no backtracking like in BoI; and also via the upgrade mechanism in between runs, where you acquire different types of currency within a run that can be spent to upgrade a small pool of "Talents" and unlock new Talents (a la the Mirror of Night in Zagreus's chamber in Hades). Given the keys-as-a-resource mechanic, I feel that a BoI map would have actually worked better; there were a few times I found myself obtaining a key right after the room where I really needed it, which is a frustrating experience. But my bigger issue here is the meta-upgrades: in Hades, each upgrade felt immediately impactful; by the time you gained access to the more... esoteric upgrades (increasing the chance of higher-tier boons, e.g.), you have enough of an understanding of the game mechanics to know why that's helpful. in Magicraft, by contrast, some of the starting upgrades are only marginally useful to a new player (such as increased inventory size). Theming is a problem here too - in Hades, the mirror as an object is imposing and a bit mysterious, and the upgrades all have cool, thematically-appropriate names (Shadow Presence, Boiling Blood, Ruthless Reflex, etc). In Magicraft, the upgrades are just... what they say on the tin: "Wand Slots", "HP Boost", etc. That last point also raises another issue with this game - the text/dialogue. It's likely translated from Chinese, and it shows in awkward word choices ("Talents" as opposed to "Skills", "Abilities", etc) and clunky dialog. This actually impacts gameplay as well in some cases; for example, two of the Talents are "Healing Upon Entry" and "HP Room", and I have no idea what the distinction between these is (there are no tooltips). To get to my biggest issue with the game, though - it just doesn't _feel_ good. In each of the other games I mentioned, the movement is refined; your attacks feel punchy and it's satisfying when you land a big hit; the UI is nicely-themed, both visually and in terms of the sound design; and when you have a big moment, such as defeating a boss or entering a new location, it feels like there's an appropriate sense of weightiness to the occasion. In Magicraft, the movement is very simple and doesn't feel good; your attacks just enter an enemy's hitbox and apply damage (or vice versa); the UI and overall visual style feels quite generic; and big moments just don't really land all that strongly. There were a few times where I was fighting a boss and was surprised when the rewards popped up because I didn't even realize that I had just won the battle. It all just feels... kind of 'meh'. So if you've already played the games I mentioned above and want a game that tries to combine the best parts of them, you should consider picking up Magicraft, but don't expect it to reach anywhere near the heights of any of those games. And if you haven't already played one or more of those games, go get them instead, because each of them is far superior to Magicraft.
If you like Binding of Isaac, this scratches the same itch. Don't worry if it feels easy at first, it gets much harder as you progress. For those that have played Noita, the wand mechanics feel very similar to that. They did a really good job letting you create seemingly game breaking builds and then they present challenges where even that isn't enough. The escalation turns into absolute chaos, and it is glorious. My main complaint is the run lengths get really long. Yes there are shortcuts, but even with those it takes a long time to get through it all. I kind of wish they didn't have multiple waves per room, especially with such high HP, it just feels grindy and unnecessary and limits my choices to high DPS builds to reduce frustration. 5 waves of enemies that do 1x damage should be the same challenge as 1 wave that does 5x, the latter would just eat less of the player's time - the extra waves don't feel fun, just repetitive. Shops and upgrade rooms take a long time as well. Same for certain puzzle rooms. Just wish runs were more streamlined in general. Aside from that I'm really enjoying the game and recommend it to anyone that likes this kind of game. Definitely recommend using a keyboard and mouse with this one, you technically can use a controller but it doesn't work well for certain spell mechanics and the wand/inventory management is way easier with a mouse.
这款游戏好玩,不过缺少多人模式,何时才做多人模式
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