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【09.03.24】《云行者(Skystrider)》TENOKE镜像版[EN]

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发表于 2024-9-3 06:38 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式



游戏名称:云行者
英文名称:Skystrider
游戏类型:动作冒险类(ACT)游戏
游戏制作:Ichor Games
游戏发行:Ichor Games
游戏平台:PC
发售时间:2024年8月30日
官方网站:https://store.steampowered.com/app/2434450/Skystrider/

游戏介绍

     《云行者》是一款3D动作冒险游戏,玩家扮演复活的英雄,探索被毁灭的世界,利用古老技术和战斗技能解开神秘谜团。
         

配置要求

最低配置:

需要 64 位处理器和操作系统
操作系统: Windows 10 64-bit
处理器: Intel Core i5-6500, Ryzen 3 1200
内存: 8 GB RAM
显卡: GTX 1050, RX 560
DirectX 版本: 12
存储空间: 需要 4 GB 可用空间


推荐配置:

需要 64 位处理器和操作系统
操作系统: Windows 10 64-bit
处理器: Intel Core i7-6700, Ryzen 5 1500X
内存: 8 GB RAM
显卡: RTX 2070, RX 6600, Arc A750
DirectX 版本: 12
存储空间: 需要 4 GB 可用空间



安装信息
1. 解压缩
2. 载入镜像
3. 安装游戏
4. 复制Crack文件夹下的未加密补丁到游戏目录覆盖
5. 运行游戏


游戏截图















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下载地址

PCGAME-Skystrider-TENOKE.torrent

网盘分流

链接: https://pan.baidu.com/s/1UJsON_iqhyjS9gqZlMwulQ?pwd=d18d 提取码: d18d

https://pan.quark.cn/s/84cc3599776b

链接: https://pan.xunlei.com/s/VO5oszQYNl67SPRnqjpKOyvKA1?pwd=84kv# 提取码: 84kv

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龙年勋章2025国庆铭牌庆国庆迎中秋3DM小黄鸡

舒服的沙发
发表于 2024-9-3 06:52 | 只看该作者

It pains me a bit to give this game a negative review, but I unfortunately can't recommend it in good conscience.

The game is very pretty and when it works right, it's very fun. However more often than not the game's super glitchy. In the 45 minutes I played the game, I fell or dashed through the floor 14 times, had the dash fail to trigger for whatever reason 8 times, had the wallrun not function (leading to me falling to death) 18 times, had enemies get stuck in terrain (softlocking the game) 2 times, and had one flying enemy glitch out and rapidly spin into the sunset (softlocking the game). It's possible a handful of these things might be user error in some cases (i.e. wallrun and dash) but most of the instances definitely aren't. Furthermore, the grappling hook rarely targets what I'm trying to and it's not uncommon for it to attach to something and do nothing at all.

Overall, it feels like more of the gameplay is glitchy than functional, which makes me quite sad cause when this game does work it feels delightful.

For prospective players, I'd recommend staying away until the dev fixes the issues. This looks to likely be a project of passion, but I'm hopeful the game can be cleaned up to reveal the gem beneath.

For the dev, here are my following recommendations:
* Really focus on cleaning up the glitches. Prioritize (in this order) a button to reset an encounter (to quickly reset when softlocks happen), falling/dashing through terrain, protections against enemies softlocking progression by ending up out of bounds, grappling being unreliable, then the player being locked out of dash for periods of time sometimes, then wallruns not working sometimes, then projectiles spawning and moving erratically and out of alignment from where they should, then finally try and deal with the root issues of enemies getting to inaccessible locations leading to the player being softlocked.
* Speed up all grapple interactions, most notably: Grapple deploy speed should be nearly instant, walls and floors spawned by grappling nodes should spawn nearly instantly (as an initial estimate, I'd say no longer than 0.3 seconds after pressing the button given the game's pace), draggable puzzle pieces should move at the speed of the player's mouse movement rather than lagging behind at a set speed.
* Give the player i-frames while dashing to negate the issues where you'll often get shot while trying to approach rapid firing ranged enemies.
* Give the player i-frames while moving via grappling to negate the issue where the player will often get shot while grappling to a turret or other ranged enemy (which as far as I can tell is the intended way to destroy them).
* Reduce the health and quantity of enemies overall, but intersperse them through the level. Nearly all of them should be one-shots outside of bosses and mini-boss encounters. The game is at it's best when you're running and moving fast, but the game nearly always asks you to stand still and hack at enemies for combat encounters. Do your best to allow the player to never stop moving. This is the same sin that many sonic games have. Learn from their mistakes, but also from the sonic games which people like.
* Ensure the player maintains their full momentum and control while performing all attacks (same reasoning as above bullet point, the game feels the best when you're always moving).
* Consider reworking the enemy hit sounds. Some of the sounds make me think I'm not doing damage which is very confusing.
* Try and make interactions more consistent across the game between melee and grapple. I felt it was highly inconsistent what I could grapple vs melee, and what exactly would happen when I pressed the grapple or melee button (as an example, I was very confused when I couldn't grapple the flying dragonfly enemies and assumed they were invulnerable. I eventually discovered that if I just looked at them and melee'd from far away I'd teleport to them and attack them, which was super weird cause that's not how the melee button works anywhere else).

These are of course just recommendations, but if I was going to try and improve the game that's how I'd go about doing it. There's definitely good gameplay buried under these issues, but as of right now the good parts of the game are buried under a frustrating amount of bugs and an unfortunately high focus on combat rather than movement.
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硬硬的板凳
发表于 2024-9-3 08:18 | 只看该作者
感谢分享
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原神4.0UGC徽章

冰凉的地板
发表于 2024-9-3 10:51 | 只看该作者
坤坤有多云
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龙年勋章2026年3DM官方水友3DMer(永久)雷姆尼禄·克劳狄乌斯

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发表于 2024-9-3 21:47 | 只看该作者
谢谢楼主分享
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足球团子大家族3DMer拉姆尼禄·克劳狄乌斯雷姆锦鲤

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发表于 2024-9-4 13:03 | 只看该作者
谢谢分享
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7#
发表于 2024-9-4 14:25 | 只看该作者

谢谢分享
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STEAM勋章世界杯3DMer锦鲤雷姆尼禄·克劳狄乌斯

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发表于 2024-9-6 05:11 | 只看该作者
没中就下一个
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