
In the war against the Skynet, humanity was pushed to the brink. Until flesh and weapons were fused as the ultimate countermeasure. Link pulse-emitting cores to weapons, activate fusion modules, and unleash endless bullet storms against overwhelming enemy hordes.
Modeled estimate, not a reported figure. How we estimate →
About
Pulslink is a strategy tower defense game that combines logistics planning with Roguelite deckbuilding. Defend the core against ever-growing enemy waves and gradually expand your defensive network.
Drag cables to transmit pulse signals generated by the core to weapon nodes. Once a signal is received, the weapon node immediately fires. Build parallel or series circuits to distribute pulse signals efficiently. Different circuit layouts directly affect the firing frequency of weapon nodes.
Connect module nodes to weapon nodes to activate powerful fusion modules that transform weapon behavior. 50+ trait combinations create diverse and highly flexible builds.
Design circuit layouts around each core’s unique abilities and build an ever-evolving automated firepower network.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, Korean
Reviews
Who's ready for cable management?! *somewhat quiet, confused cheering* I SAID, WHO'S READY FOR CABLE MANAGEMENT!? *slightly louder but definitely more confused cheering*
シンプルローグライクとしてのコンセプトは面白いがとにかくノード接続UIが分かりにくい。 ・どのノードに何が繋がっているのか?(クリックでグレーアウトとかにして欲しい) ・ノードのどの箇所に繋げられるのか?(ノード線を持ったら空いてる箇所に〇でも表示して) ・どのマスに線が伸ばせるのか?(空いてる箇所に〇などが欲しい) ・優先順位はどうなっているのか?(これもグレーアウトぐらい欲しい) 戦略的な繋ぎ方を考える時間よりもノード整理の時間の方がはるかに長くて疲れる さらに、新規ノードが置かれると既存の線が切断されるので繋ぎ直さなければならないのだが 上記のUIのおかげでもはや何が繋がっていたのかさえ分からなくなるのでフェーズ終盤は諦めてゴリ押した ただ、少し進むと菌の母というキャラクターがアンロックされると上記のノード整理から解放される このキャラクターの能力がデフォルトじゃないのかと思うぐらいに別ゲーになる しかし、あまりにも別ゲーになり過ぎて難易度MAXでも簡単にクリア出来てしまう リリース初期の現在は、菌の母で初期ノードをリセマラしてから最終的に攻撃ノードが4,5個、他を能力ノードを集めれば終わってしまう(合成やアンロック能力などは何もいらない) なので、現時点ではおススメしない。 根本的なゲーム性が改善されていけば面白くなりそう。
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初期キャラ二人でノーマルクリアまで システム理解→強化→インフレの暴力で殴る までをサクッと楽しめる ノードの強化仕様の勘所を掴むまでは、全くと言っていいほど火力が上がらないが、それを紐解くのが楽しいという感じ。 ストーリーは全くないが、ビジュアルデザインとBGMはとても好みだったので、たまに起動して遊んでいこうと思う。 序盤のコツ [spoiler] 強化系ノード→砲台→強化系ノード→砲台→強化系ノード...という形で繋げるとお得 各ノードは上下左右+斜めの合計8方向に入出力ができるので、 序盤は各砲台を8つの強化系ノードで埋めるのが先決[/spoiler]
首先,我在游戏发售前就玩了几个小时的DEMO了,所以我想我是有权力评价这个游戏的。 然后是给犹豫要不要买这个游戏的人的意见:这个游戏非常适合有空的时候开一局,它的玩法精巧,内容丰富,美术效果赏心悦目,非常对得起它的价格 最后给开发者的反馈: 1. 我知道你尽力了,bro,我希望这个游戏的收入能支持你开发下一个作品,我会期待的 2. 节点出现在线缆上确实是不可避免的,这样的话干脆给我个一键清空的按钮,让我在不得不因为选择奖励节点而打乱布线之后全部重连得了。当然你可能测试过,知道这样玩家反而可能因为觉得重新布线麻烦而放弃游戏,这样的话我也不知道有什么好办法了,总之它就是很难受。虽然DEMO里我要手动去掉被覆盖的线路很难受,但现在我要记忆哪些线会被覆盖断开甚至把新节点对我原本完美的布线的影响程度作为判断选哪个奖励节点的依据真的是非常负面的游戏体验
说几点: 1、游戏太过简单 2、发现诀窍后融合系统就是摆设、大部分BUFF节点也是 3、没有无尽模式 4、会生成节点的位置可以加个提示框,方便布线的时候绕过 总结: 想法不错,刚开始时拉线还是挺好玩的,但这游戏只值10块
There is something here... but it needs more. Like a main menu. Thumbs up so it can get visibility but, like, it needs a little more time in the oven.
Pulselink is one of those games that looks simple at first glance but hides quite a bit of underlying depth. First, you need to figure out which setup works, which doesn't, and why. There is a slight learning curve, but once you get the hang of it, you can focus on the wiring and building a strong killing machine to get rid of those pesky blocks. The progression is smooth, unlocking plenty of content along the way like new weapons, new power-ups, and new characters. Most characters don't drastically alter your overall strategy, with the exception of one who completely shifts the core rules of the game. Discovering synergies is a highlight, though you cannot control the RNG, so unlocking them all requires some grinding. That is where I am at right now. While I have unlocked every single achievement, I have yet to discover all the synergies. At this point, it feels a bit tedious since constantly resetting runs is the most efficient way to progress. The developer actively listens to feedback, and I am grateful that a few QOL updates I requested were implemented quickly. I hope the game continues to receive support because it is a genuine hidden gem that deserves a larger player base. If you enjoy tower defense games with roguelite elements and bite-sized sessions, grab it, because it is well worth your time.
This is not a bad game, but it has several issues going for it: - It is not intuitive, there is a tutorial but you need a key to showcase it - The biggest difficulty is from understanding the game, then, you know that you have to put your module node (modifier) on odd position of a chain of connection, and your weapon on even number to maximize - To create combo, you need twice 3 times the same module on a weapon to activate, when a node can have up to 8 connection, it push to surinvest on the same module over and over - The progression looks very grindy, in some way, I would have prefer this game to be an incremental game than a roguelike with such slow pace of progression. I don't think I will ever feel like I broke the game with this unique combination of modules/weapon Like, if I take a game similar in game feel, Heretic fork, it does have much much more depth TDLR: Pretty game but not always clear, grind to unlock small content (<30 nodes), unique mechanics behind harsh requirement. Still had my fun. Just hope the dev can learn and do better next time
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