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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。
发行日期: 2011年5月14日
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评测

“A beautiful, violent crumb from infinity's table”
9/10 – IGN

“Eloquently translates the incomprehensible concept of infinity into game form... Alternately maddening and sublime”
4/5 – GamePro

关于游戏

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(PC)

    • OS: Windows XP
    • Processor: 900 MHz
    • Memory: 40 MB
    • Hard Disk Space: 10 MB
    • Video Card: Onboard Graphics
    • Sound: Standard Audio

系统需求(MAC)

    • OS: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later.
    • Processor: 900MHz Intel
    • Memory: 40 MB
    • Hard Disk Space: 10 MB
    • Video Card: Onboard Graphics
    • Sound: Standard Audio
有价值的用户评测
16 人中的 12 人(75%)觉得这篇评测有价值
帐号内拥有 184 项产品
43 篇评测
2.2 小时(记录在案的)
65/100 Jason Rohrer's "Inside a Star-filled Sky" is an experimental multi-directional shooter with danmaku and tactical elements who has beautiful pixel art style and pleasant melody for soundtrack. But author's vaunted recursion disappeared into the depths of infinite levels...
发布于:2013年12月15日
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27 人中的 17 人(63%)觉得这篇评测有价值
帐号内拥有 530 项产品
39 篇评测
0.8 小时(记录在案的)
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
发布于:2013年12月5日
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13 人中的 9 人(69%)觉得这篇评测有价值
帐号内拥有 468 项产品
12 篇评测
0.3 小时(记录在案的)
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.
发布于:2013年12月22日
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6 人中的 4 人(67%)觉得这篇评测有价值
帐号内拥有 123 项产品
1 篇评测
2.4 小时(记录在案的)
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.
发布于:2013年12月28日
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6 人中的 4 人(67%)觉得这篇评测有价值
帐号内拥有 239 项产品
22 篇评测
0.5 小时(记录在案的)
Interesting concept and gameplay but nothing there to make you want to continue playing after an hour.
发布于:2013年12月24日
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