
Mencia. A never was tale, is a styled rogue-like, 2D platform, in which you will have to face agains an invasion of cute aliens using the properties a magic sword will give you. Let's go!
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Languages: English, Spanish - Spain
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免费 有成就 有免费DLC 没中文 梅恩西亚:虚妄传说 《梅恩西亚:虚妄传说》是一款高难度类 Roguelike 二维平台跳跃游戏。 故事围绕主角梅恩西亚与神剑平丘尔展开。中世纪末期,守护王国的魔法佩剑平丘尔四处寻觅勇武之士,用以抗衡一路毁坏万物的异界入侵者。战火席卷全境,王国仅存自幼饲养牲畜、耕种农田的小女孩梅恩西亚,阴差阳错之下,她成为拯救国度的天选之人。 在神剑的被动指引下,梅恩西亚别无选择,依靠剑身的瞬移能力闯过四大关卡,一路上躲避各式机关陷阱、迎战妄图把世间万物都化作方块的外星怪物,一路杀至敌方首领面前 —— 首领同样已被方块化。 深呼吸,梅恩西亚,你一定可以。 游戏支持键鼠与手柄操作,操作指令简洁:跳跃、挥砍、投掷佩剑、瞬移至佩剑落点。但紧凑的作战节奏与招式衔接要求,让游玩充满挑战。当心!一旦自身被变成方块,本关就要从头再来。 本作由廷伯影业联合塞维利亚商会高等职业教育学院三维动画、游戏与交互环境专业的在校学生共同开发。
Игра 'Mencia. A never was tale' - это трогательная и атмосферная визуальная новелла, которая оставила глубокий след в моей памяти. История Менсии, девушки, мечтающей о большем, чем ей предначертано, захватывает с первых минут и не отпускает до самого финала. Прекрасный визуальный стиль, выполненный в акварельной манере, идеально передает настроение и эпоху. Развитие персонажей проработано до мелочей, им сопереживаешь, их выборы кажутся реальными, а последствия - ощутимыми. Музыкальное сопровождение тонко подчеркивает эмоциональную составляющую каждого момента, создавая неповторимую атмосферу погружения. Сюжет, хотя и не лишен клише, подан свежо и оригинально. Игра заставляет задуматься о мечтах, о препятствиях на пути к их осуществлению и о цене, которую приходится платить за свой выбор. Несмотря на линейность повествования, меня ни разу не покидало ощущение, что я являюсь частью этой истории. Рекомендую всем, кто ценит красивые истории с глубоким смыслом и готов погрузиться в мир грез и разочарований.
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Hours played at review time, across 28 reviews with recorded playtime.
[code] [url=https://store.steampowered.com/curator/43555171-Siempre-Jugando-Solo/] Siempre jugando solo [/url] [/code] [h2] Apunta, dispara y teletranspórtate [/h2] Esa es la premisa, fácil de entender, difícil de ejecutar. Más teniendo en cuenta que solo tienes 2 vidas para 5 niveles. Podría decirse que es un juego de habilidad, pero creo que va más por el lado de memoria que otra cosa. Y es que los niveles no cambian, solo tienes que memorizar cuando hacer click y anticlick, ya sabes, prueba y error. A mi me ha gustado la verdad. Un consejo que daría es que cuando te quiten una vida, mantengas presionado la F para reiniciar el nivel y así poder seguir aprendiendo. De esa forma no se te hará tan pesado como volver a empezar desde cero. [h3] Datos: [/h3] [olist] [*]La duración del juego depende del jugador. No creo que supere las 5 horas, a no ser que juegues con los pies. [*]Una vez te sabes el patrón, los logros deberían ser fáciles de conseguir. [*]Se puede jugar en español; aunque por alguna razón el primer tutorial aparecerá en inglés. [*][b] Es gratis. [/b] [/olist] Gracias por leer. Encontrarás otros juegos gratuitos en "Siempre jugando solo".
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The gameplay isn't very fun and the sword keeps killing you at the start with all of his talking.
Rompiendole el clitori, sacandole pipi
Mencia. A never was tale. takes a familiar fantasy setup and gives it an amusing science-fiction twist, placing an unlikely heroine against an invasion of strange aliens threatening a medieval kingdom. Rather than presenting Mencia as an experienced warrior or legendary savior, the story introduces her as an ordinary young woman whose normal life revolves around animals and crops. Circumstances force her into the heroic role when she becomes the kingdom's remaining hope, accompanied by Pinchur, a magical sword that provides both her primary weapon and the game's defining movement ability. The premise is deliberately playful, creating an adventure that feels cheerful and eccentric even when its platforming becomes demanding. Developed by Campus Cámara de Sevilla - Centro FP Superior and published by TimberFilms, the game is a relatively small production with an experimental character. Its limited scale becomes understandable when considering its roots as a collaborative project involving students connected with 3D animation, games, and interactive environments. Instead of stretching itself across numerous mechanics, it concentrates primarily on a single idea and explores how that mechanic can be incorporated into platforming, combat, and obstacle navigation. Pinchur is the centerpiece of the gameplay. Mencia can perform traditional actions such as running, jumping, and attacking, but she can also throw the sword and instantly teleport to its location. This turns a weapon into a versatile traversal device. Throwing Pinchur toward an otherwise inaccessible position can provide a route across dangerous terrain, while tossing it past enemies can create opportunities to reposition during combat. Successful movement often requires players to think about where the sword will travel rather than simply where Mencia herself is standing. The mechanic becomes more satisfying once jumping, sword throwing, teleporting, and attacking begin to flow together. Early attempts can feel awkward because there are several actions to coordinate, but practice gradually turns complicated sequences into something much smoother. The game rewards precision and quick decision-making, particularly when environmental hazards and enemies appear together. A badly aimed throw or poorly timed teleport can quickly end an attempt, while executing a difficult sequence correctly provides the kind of immediate satisfaction that works well in challenging platform games. Difficulty is an important part of the experience. The adventure incorporates light roguelike ideas, most notably through harsh consequences for failure. When the invading creatures successfully transform Mencia into a square, players can lose their progress and have to begin again. This makes learning each area important because simply rushing forward is rarely the safest strategy. Repeated attempts encourage memorizing hazards, improving timing, and becoming more efficient with Pinchur. Players who enjoy mastering difficult sections through repetition are likely to appreciate this structure, although anyone who prefers frequent checkpoints and forgiving progression may find the punishment excessive. The campaign consists of only four levels, which is simultaneously one of its most noticeable limitations and part of its focused identity. Each stage introduces obstacles, traps, and hostile aliens on the journey toward confronting the invasion's leader, but the adventure ends before its mechanics have the opportunity to develop into a much larger progression system. There are no expectations of an enormous world or dozens of hours of content here. Instead, it functions as a short challenge centered on learning an unusual movement system. Players approaching it with that expectation will probably appreciate it more than those looking for a substantial platforming campaign. Its visual direction complements the unusual premise with a colorful and cartoon-like presentation. The combination of medieval scenery, extraterrestrial enemies, an inexperienced heroine, and a magical sword gives the game an intentionally quirky personality. The aliens themselves contribute to the humorous atmosphere rather than creating a particularly dark or frightening invasion story. The presentation may be modest compared with larger commercial releases, but it communicates the game's playful tone effectively and helps give the project an identity of its own. Keyboard and mouse controls are available, while controller support is particularly suitable for the fast platforming and teleportation mechanics. The hardware requirements are also very modest, and the game occupies only a small amount of storage space. It includes Steam achievements for players who want additional objectives beyond simply completing the four stages. English and Spanish language support further reflects the project's accessible presentation. Steam Deck users should consider the game playable rather than assume a completely optimized handheld experience. Compatibility information indicates that it can run on Steam Deck, but it should not be treated as equivalent to an official Steam Deck Verified designation. Its relatively straightforward mechanics make handheld play feasible, although occasional adjustments or minor interface inconveniences may be possible. Players specifically buying or installing games for Deck use should therefore expect functional compatibility rather than guaranteed console-like optimization. Overall, Mencia. A never was tale. is an interesting example of a small project building almost its entire identity around one creative mechanic. Throwing a magical sword and teleporting to it gives otherwise straightforward platforming considerably more tactical depth, while the intentionally ridiculous medieval alien-invasion story keeps the atmosphere entertaining. Its four-level campaign is undeniably brief, and restarting after failure can become frustrating, but the focused design makes it worthwhile for players who appreciate difficult platforming and unusual movement systems. It may not offer the breadth of a full-scale action platformer, yet its central idea is distinctive enough to make the experience memorable. Rating: 7/10
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $64.6K | 349 | 89% | $9.99 | |
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| $10.1K | 78 | 76% | $10.99 | |
| $5.5K | 28 | 93% | $9.99 | |
| $4.7K | 43 | 88% | $4.99 |