在 Inside a Star-filled Sky 里,大奖得主设计师 Jason Rohrer 为你带来敏捷而又训练有素的大量射手。你可曾想过进入每一个关卡中还能发现另一个关卡隐藏于其中?又可曾想在过进入那个关卡之后又能再次发现另外一个关卡隐藏在那里面? 试想一下你将可以进入内部改造一个敌人或是一个强化装置,再试想一下你将可以进入内部改造你自己,再试想一下一切的过程都会重蹈覆辙。这一切将会如何? Inside a Star-filled Sky 是一个围绕着紧张、刺激、高难度和递进式关卡等概念的二维空间射击游戏。
用户评测: 褒贬不一 (61 篇评测)
发行日期: 2011年5月14日
该产品的热门用户自定义标签:

想要将这款游戏添加到您的愿望单或标记为不感兴趣,请先登录

购买 Inside a Star Filled Sky

 

评测

#app_104100_review

关于这款游戏

在 Inside a Star-filled Sky 里,大奖得主设计师 Jason Rohrer 为你带来敏捷而又训练有素的大量射手。你可曾想过进入每一个关卡中还能发现另一个关卡隐藏于其中?又可曾想在过进入那个关卡之后又能再次发现另外一个关卡隐藏在那里面?

试想一下你将可以进入内部改造一个敌人或是一个强化装置,再试想一下你将可以进入内部改造你自己,再试想一下一切的过程都会重蹈覆辙。这一切将会如何?

Inside a Star-filled Sky 是一个围绕着紧张、刺激、高难度和递进式关卡等概念的二维空间射击游戏。

游戏特色:

  • 特色的即时游戏方式
  • 进入内部——敌人, 强化装置, 甚至是你自己——将这一切为了你的战术优势改造
  • 递进式关卡设计,以及庞大的对战系统,提供无尽的战术变化
  • 多达十二种方式达成挑战——包括自身弹射、自爆,或是用自己的方法去达成目标
  • 根据即时的游戏进展演变出互动性的游戏音轨
  • 在无尽的关卡内插下你的旗帜,让你的旗帜遍满整个关卡,标注你的探险历程,同时还可以通过全球旗帜系统看见其他人的旗帜

系统需求

Windows
Mac OS X
    #sys_req_104100
    #sys_req_104100_mac
有价值的用户评测
3 人中有 3 人(100%)觉得这篇评测有价值
5.2 小时(记录在案的)
发布于:10月28日
I really liked this game. It was frustrating AS ♥♥♥♥ sometimes, but I still enjoyed it a ton. It does have a far-off goal for you to reach eventually, and it was very pretty. Would recommend.
这篇评测是否有价值?
10 人中有 6 人(60%)觉得这篇评测有价值
2.8 小时(记录在案的)
发布于:11月3日
Inception: The Game
这篇评测是否有价值?
14 人中有 4 人(29%)觉得这篇评测有价值
2.0 小时(记录在案的)
发布于:10月31日
Of all the hipster indie trash I've played, this is by far the most pretentious and pointless.
这篇评测是否有价值?
12 人中有 9 人(75%)觉得这篇评测有价值
2.2 小时(记录在案的)
发布于:9月5日
To infinity and beyond!

65/100 Jason Rohrer's "Inside a Star-filled Sky" is an experimental multi-directional shooter with danmaku, tactical elements, beautiful pixel art style and pleasant melody for soundtrack. But author's vaunted recursion disappeared into the depths of infinite levels...

P. S. Preferable to buy it on sales or in bundles.
这篇评测是否有价值?
7 人中有 5 人(71%)觉得这篇评测有价值
2.2 小时(记录在案的)
发布于:7月13日
If you enjoy the concept of games as art than this could be for you. I find it to be one of those games I can get lost in for a few 15 minute sessions here and there. There are some points where it's either over the top difficult or because of the power ups you've achieved it's too easy but those moments in between are great fun.
这篇评测是否有价值?
1 人中有 1 人(100%)觉得这篇评测有价值
0.3 小时(记录在案的)
发布于:9月23日
I've played it much more out of Steam but I really like it. Be warned though that you are getting into a sparse and difficult game.
这篇评测是否有价值?
7 人中有 4 人(57%)觉得这篇评测有价值
0.6 小时(记录在案的)
发布于:6月11日
A very wierd but fun game that makes me think of Gauntlet for some reason

Video Review Below:
http://steamcommunity.com/sharedfiles/filedetails/?id=269705143
这篇评测是否有价值?
1 人中有 0 人(0%)觉得这篇评测有价值
8.0 小时(记录在案的)
发布于:6月26日
Infinitely recursive. It doesn't sound like much, though a little difficult to pronounce in a hurry. But it's the nature of the universe; infinitely spanning frontiers both outward and inward. Inside a Star-Filled Sky is a shooter, inside a maze where each enemy and power up contains another room, and each room contains enemies and power ups.
Make no mistake, this is as much art as it is game. As much statement on the vastness of creation as it is entertaining top down strategic shooter. One of those games where the weight of the experience sinks in after you've set it down, and you start trying to make sense of what you just saw. When you stare at the night-sky, and imagine what might be circling every star.
这篇评测是否有价值?
18 人中有 6 人(33%)觉得这篇评测有价值
0.4 小时(记录在案的)
发布于:6月3日
"What if you could enter an object in a level and find a level inside of it? What if you could enter an object in that level and find another level inside of that?" is basically the entire point of this game, and the answer is just that it'd be a procedurally generated game like so many other indie games nowadays, but wrapped in an attempt to make some kind of fancy artistic point out of it.

Honestly, it's exactly what it looks like, though frequently far more boring than the screenshots depict. The game is described as: an "infinite, recursive, tactical shooter". By infinite and recursive, the designer of course means procedurally generated, and by tactical it means you'll often be sitting behind a corner waiting for the one time you can dash out without instantly dying, or choosing to run away into a different level because discretion is the better part of valor. If you're expecting good top-down shooter mechanics, look elsewhere.

The artistic point isn't worth $8, and while it managed to bamboozle me into buying the game, I have no idea how it confused reviewers like IGN's or GamePro's, who actually managed to play the game before writing their reviews. I hope.
这篇评测是否有价值?
6 人中有 0 人(0%)觉得这篇评测有价值
0.2 小时(记录在案的)
发布于:8月15日
This "game" is absolute S.h.i.t., and entertaining for all of like 20 seconds. Don't support this idiot dev.
这篇评测是否有价值?
10 人中有 0 人(0%)觉得这篇评测有价值
0.4 小时(记录在案的)
发布于:10月2日
Pointless.
这篇评测是否有价值?
14 人中有 1 人(7%)觉得这篇评测有价值
1.0 小时(记录在案的)
发布于:6月25日
I have no idea what the point of this game is about. no story, it's only a design idea.
这篇评测是否有价值?
5.7 小时(记录在案的)
发布于:8月5日
This game is unmistakably a return to a time when video games were more raw, unfinished, and simple. That this game appears to have depth and complexity is itself an illusion. I can count on my fingers the number of new things you will encounter as you play through the levels. My first time, I went as low as level -40. I couldn't seem to figure it out and every time you die, you go down a level. But then I started over, and am currently stuck at around level 118. There is a room full of robots that shoot enough bullets to make a japanese top-down shooter choke, and so to get past it, I went "inside" one of the enemies to try and disable it's weapons through giving it weaker powerups. Instead, now I am trapped inside of it by more crazy robots.

The way I got as far as I have was not actually through a whole lot of careful planning or picking the right items. Instead, I find that I progressed faster by running straight past or through things to the exit. Since when you die you automatically get one of your three "power ups" replaced with about 6 life points, you can burn through those and get to the exit. But, having done this, I am now not strong enough to proceed.
这篇评测是否有价值?
36 人中有 24 人(67%)觉得这篇评测有价值
0.8 小时(记录在案的)
发布于:2013年12月5日
Inside a Star-Filled Sky is a game developed by the lone indie developer Jason Rohrer. Inside a Star-Filled Sky is exactly the type of game I'd expect to see win some kind of award at the IGF - but winning an award at the IGF doesn't necessarily mean it's a good game.

Insidie a Star-Filled Sky is a novel concept and little more. The game itself is themes around the idea of recursion where you 'enter' power ups and enemies. While this is a nice idea it doesn't really impact the gameplay that much and each item you enter is effectively just the next room. I did appreciate the power up mechanics. You can collect up to 3 powerups and they can be combined in interesting ways to produce interesting effects. This fact alone, however, is not enough to merit a recommendation from me.

As a product, the game is very unpolished and feels like a prototype - for example editing the controls involves manually editing a config file. There's also no sound effects to speak of, just some ambiance music.

There are some nice ideas here but I don't feel the developer took time to flesh them out into a compelling gaming experience and instead delivered us a rough prototype.

Score: 3.5/10
这篇评测是否有价值?
18 人中有 13 人(72%)觉得这篇评测有价值
0.3 小时(记录在案的)
发布于:2013年12月22日
The developer's website (http://hcsoftware.sourceforge.net/jason-rohrer/) lists his entire published portfolio. Critics of this game should try some of Jason Rohrer's freeware releases. What British mathematician John Conway did for games as procedural life generators, Jason Rohrer has been doing for games as statements about ethics and the limits of human consciousness. But while Conway's "Game of Life" is a wide-open laboratory, Jason Rohrer uses the medium of pseudorandomness to make syllogistic statements. For example, each step you take in "Passage" brings you a bit closer to the same conclusion: when facing a finite lifespan, the love you make is worth more than the treasure you take. Fairly straightforward conclusion, yet "Passage" is never hamfisted or forced - reasoned argument always trumps hand-waving assertion.

"Inside a Star-filled Sky" forgoes syllogistic logic in favor of inductive reasoning. As you traverse each level, you'll discover that you lack the attack power and/or movement speed to reach the exit. So, you must power up your creature and weaken your enemies. This means diving recursively into a powerup, an enemy, or even yourself. As these recursive levels stack up, you face the identical problem at each local scope: how to weaken the obstacles and strengthen yourself. All with an eye toward unwinding the stack and solving the original problem. And so the game politely asks the player to consider a simple proposition: observed casuality in the universe is not a linear function of time but rather an ex post facto selection of one set of points in a multi-dimensional space of possibilities, with each possibility perched on a stack of turtles all the way down. But the game actually makes this statement more elegantly than I ever could.
这篇评测是否有价值?
20 人中有 14 人(70%)觉得这篇评测有价值
0.9 小时(记录在案的)
发布于:2012年1月13日
Perfect example of how NOT to use procedural generation: as the content of the entire game. This is an unfinished program with no vision. Your only purpose is to pilot around from randomly generated level to randomly generated level finding better upgrades so that you can kill the enemies in the way more easily.
这篇评测是否有价值?
14 人中有 9 人(64%)觉得这篇评测有价值
0.5 小时(记录在案的)
发布于:2013年12月24日
Interesting concept and gameplay but nothing there to make you want to continue playing after an hour.
这篇评测是否有价值?
8 人中有 5 人(63%)觉得这篇评测有价值
2.4 小时(记录在案的)
发布于:2013年12月28日
I love how this game makes me think creatively when I play it. Excellent example of how the latest computers and graphics are not required for a game to have a surprising amount of depth. Bravo to Rohrer for creatively expanding the medium without perpetuating the industry's ever expanding, harmful, and needless hardware and software upgrade cycles.
这篇评测是否有价值?
8 人中有 5 人(63%)觉得这篇评测有价值
2.0 小时(记录在案的)
发布于:2013年8月27日
Interesting concept where you dive inner(or outer) from yourself, an enemy or power up in order to make the subject in question weaker, stronger or different in order to get to the "next level".

Once you figure out the concept of the game... well, that's pretty much it. There is no story so going through each "level" is pretty much like playing in an arcade, where you are just going for the points. That's not a bad thing, but for me, I wish there was more.

I still recommend the game due to the fact that it has a VERY unique gameplay system. If anything, this game is still worth the trip, even if it is just for a little while!
这篇评测是否有价值?
4 人中有 2 人(50%)觉得这篇评测有价值
0.7 小时(记录在案的)
发布于:2月27日
It's a weird game, a shooter where you're plopped in and never really ends. Sort of a zen-like experience that is fun to just pass the time away. There isn't much of a failure state, when you're shot you are sent back a level. It's one of the games I don't mind just plopping back into for it's simplicity.
这篇评测是否有价值?