
"Slime Warfare" is a rogue tower defense game with a variety of gameplay and placement.Slimes are weak monsters and always bullied by humans. Players will play the role of the Slime Queen to build structures to defend against adventurers' attacks and strengthen themselves.
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Languages: English, Simplified Chinese
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臃肿的有趣. 看得出作者有些想法, 但是不多, 现在难度还没到堵口堵不住的程度, 但是一旦堵口开始出现漏怪, 中期要把路线全部重新规划一遍布局,, 整个地图几乎所有塔都要刨一遍, 实在是令人头大. 而加强塔的塔的开局buff, 加强塔为什么变成了2格?2格已经是巨大削弱了, 却又为什么还有建造开销加倍?同一个塔在这个buff下反而吃的buff变少了. 已经是放弃区域塔强度去追多塔强度的情况下, 建造开销加倍?恕我直言看不懂, 大为震撼. 有没有一种可能, 既然路线可以权力下放给玩家, 那么敌人的刷新点是否也可以? 当然这是另一个游戏的设计, 只是希望给你一些tip.
I think this is a good tower defense game. I'll admit I haven't played a game like this in years, but it's like all of the common tactics just came immediately back. There seem to be a couple points that did not get completely translated, so I feel like there are items that were not explained. One thing I didn't learn until 4 hours in, you can zoom out and move your view of the map around. I had thought it was just a static thing and anything that got covered up by UI is just out of reach. So maybe I missed that instruction or maybe it was meant to be intuitive. I am not about to sing the praises for this much more than that. It is decent and I think worth a try for low price.
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Hours played at review time, across 25 reviews with recorded playtime.
玩起来很爽,建路塔防也不错,就是可不可以把云端存档功能先做一下,换个机子还得重头打有点麻烦
总的来说还不错,核心塔防玩法挖得比较深,感觉要是再加一点附加玩法和塔防打打配合的话应该会更吸引人了吧。(神小摊)
Towers have health. That's a no from me. Otherwise, alright from what I saw. I'm gonna give this a thumbs up but really It's neutral.
史莱姆忍受不了冒险者们无休止的屠戮了,作为弱小魔物的她们,为了自保,为了不被人类当做软柿子拿捏,在史莱姆王的带领下,建造建筑抵御冒险者们无休止的讨伐。反抗人类暴政,世界属于史莱姆哒! [h1]有些不一样的塔防游戏——玩家自由规划敌军前进路线[/h1] 一般的塔防游戏都是在每一个关卡之中,制作组制定成型的地图和路线,玩家根据敌人的移动路线,在必要的区域内设置防御塔阻止敌人进攻到我方巢穴。在这个游戏中,玩家首先需要做的便是建造一条连通冒险者前往史莱姆王所在处的道路,保证冒险者能够抵达重点,与此同时,玩家还需要建造一条道路连通史莱姆王之处和灵魂采集处,派出小史莱姆不断的王芳采集灵魂。冒险者的传送门和灵魂采集处这两个地块内容,是基础中的基础,无论何时都是需要最先规划道路的途径。 同时,为了增加游戏的难度和挑战,游戏地图上还会随机出现许多不同的地块,除了上文提到的采集灵魂的地块之外,还有放置宝箱(一次性,不能重复利用)的地块、囚禁冒险者的地块、栽种苹果(采集后有可能是回血的苹果,也有可能是毒苹果,赌运气)的地块,种植小麦(采集带回基地可以提升所有史莱姆经验值)的地块,挑战野怪Boss(固定区域不会移动,防高血厚很难击杀,但是击杀后能够在周边爆出宝箱等好东西),全图超大型攻击塔,坚硬的石头等障碍地块(可以击碎)等等。这些不同功能的地块,也是玩家规划路径的一个重要环节。 然而,游戏每一个关卡初始,玩家铺地用的由于每一次规划路线所使用的路砖数量有限,在战斗开始阶段,玩家只能规划一条简单的刷怪路线和采集灵魂路线,不能贪多。随着关卡进度的推进,玩家会阶段性的获得铺地用的路砖数量,之后玩家可以慢慢的将道路铺向地图的四面八方,从而获取更多的资源。由于每一次开机都带有一定的肉鸽随机性,地图上除了史莱姆王(基地)和冒险者传送门的地块是固定的之外,其余所有的地块的种类和位置都是随机出现于地图任意地方,因而,每一次开局前,配玩家需以最初的路线为基础,以史莱姆王为中心,向四面八方延伸规划。 [h1]防御塔的建造[/h1] 紫色灵魂的作用便在于建造升级各类防御塔,建造所需要的花费不算特别高,但是一座塔升到满级所需的资源就不是一笔简单的数字了。防御塔类型很多,和其他游戏中的防御塔没有太多的区别,分别为攻击类型防御塔和辅助类型防御塔这两种。攻击类型就是各种属性攻击、输出多少、伤害范围、攻击频率等内容的防御塔,不同防御塔效果也不相同,在每一个关卡会有阶段性的三选一特性卡牌提升防御塔的效果,攻击类防御塔可以持续升级。另外一类防御塔——辅助性塔——一种不能升级、不能直接输出但是能够为其他防御提供伤害、回血、暴击率、血量等各种属性加持的增幅不过,每一次建造新的这一类塔的增幅区域范围和图形都不一样,在几种固定的变增幅区域中随机出现。 本作中的攻击类防御塔是可以被敌人摧毁的,摧毁后的防御塔不会彻底消失,只是需要一定的时间等待这座被摧毁的塔修复,玩家也不需要重新再花钱建造新的防御塔。防御塔的血防不是很高,很容易被一群怪集火秒爆。因而,这一机制也导致了玩家需要在防御塔的御敌过程中,数量和质量都有需求。塔的升级越高级别花费越大,造塔花费远比升级所需小,玩家前期获取紫色灵魂的数量有限的情况下,直接爆塔流在关键地带多多建造新塔堵路即可。中后期之后,玩家灵魂资源储存量增大了,地图扩展也全面了,敌人固然一波比一波强,玩家目前的灵魂收入,足矣一点点的满足分布各处的防御塔升级所需,提高单塔的攻击质量,由数量向质量一点点转型,最终形成规模化的防御体系。这一套防御体系中,辅助性防御塔的布置非常重要,塔的升级收益其实完全没法和辅助性防御塔相比,但是由于这类塔的作用区域范围是随机的,玩家对于路线、防御塔的放置都需要有一定的规划才能将之利用效率最大化。 [h1]总结[/h1] 《史莱姆冒险战》这款塔防游戏看似简单,但是从塔防策略的角度来看,其在传统塔防基础上的做到了一些有别于同类游戏的基础,玩起来还是相当上头的,其策略难度也不小,是一部值得玩的小游戏。 [h1] [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度贴吧攻略团 [/url] [/th] [/tr] [tr] [th] 玩游戏,写攻略,轻松获得现金奖励 🎁 [/th] [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] [/h1]
A nice little tower defense, though it's hurt a bit by the grinding being influenced by RNG due to it saying how many of the permanent upgrade currency shrines spawn on any map. I think my only other real problem with the game is that, while everything else on the map is random, your location, the enemy portals, and the supertowers are always in the same place. I'm assuming it's mostly because, if those weren't set, you couldn't ensure the path connects with the base and portals right away, and you don't want the super tower to spawn right next to the base. But with it only having 3 maps, it kills the variety a bit more than a map where you draw the paths yourself should. Mostly since you want to avoid working the enemy path into your resource gathering.
这个游戏非常好玩
不错的游戏,提个两个建议,第一个是,当进行到特定波数或者资源点都采集完毕后,可以随机再次生成一些资源或者把原有资源刷新掉;第二个算是一个bug,就是当路径是一个大圈的时候,你在里面再次修建一条路径后,走到这条新的路径右边的怪,会直接横跨中间的区域到新的路径上或者是从大圈的路径上直接去往家的位置
это невероятно недооцененная игра, мне особенно понравилась механика прокачки основного здания, в зависимости от того какое умение хочешь прокачать, такую волну выбираешь
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