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操縱靈活的清潔工來清理世界上的灰塵和碎片。
發售日: 2012年1月17日
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購買 Dustforce

包含此遊戲之套件

購買 Dustforce Soundtrack Bundle

包含 2 個項目: Dustforce, Dustforce Soundtrack

關於此遊戲

以風格清理世界!作為一個特技清潔工,你們是一個精通於打擊灰塵和髒亂的小組。飛躍衝刺於天花板和牆壁,並且靈巧地穿越危險的環境。迅速且徹底地清理每個關卡以精通這個 2D 橫向捲軸打掃遊戲。
關鍵特色:
  • 超過五十個級別的難度變化,從優雅的探險到給硬派玩家的刺激挑戰。
  • 在線上排行榜上競爭,並且能馬上觀看每個玩家最佳紀錄的重播。
  • 在區域多人遊戲和你的朋友對抗。
  • 在原聲帶的陪伴下漫遊無數個美麗環境。

系統需求 (PC)

    • 作業系統: Windows XP, Vista, 7
    • 處理器: Core 2 Duo 2.0 GHz 或者同等性能的處理器
    • 記憶體: 1GB
    • 硬碟空間: 400MB 可用空間
    • 顯示卡: 支援 Shader Model 2.0 的獨立顯示卡
    • DirectX®: 9.0c

系統需求 (MAC)

    • OS: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later.
    • Processor: Core 2 Duo 2.0 GHz or equivalent
    • Memory: 1GB
    • Hard Disk Space: 400MB Free Space
    • Video Card: 256MB RAM with Shader Model 2.0 support
    • OpenGL: Version 2.1
具參考價值的客戶評論
9 人之中有 9 人(100%)認為這篇評論有參考價值
此帳號擁有 704 款產品
8 篇評論
32.6 記錄時數
我並不是一個厲害的硬派動作遊戲玩家,Dustforce卻讓我一玩下去就欲罷不能!

剛開始玩,操控很笨拙,只能跌跌撞撞地過關,通關時間也費時許久;但經過不斷地重複嘗試,沒想到自己也能輕舞飛揚般華麗地拿到SS評價XD(第一個S是清除所有灰塵,第二個S是不死、不掉Combo)。這遊戲需要精準的控制,建議一開始先通過教學關卡,接著先挑戰forest關卡比較不會有挫折感。一旦控制技術越來越嫻熟後,你也會因此上癮!

遊戲內支援即時線上排行榜,每關結束後可立刻得知自己的排名,適合喜歡挑戰自我極限的玩家。還可以觀賞自己與朋友,及其他玩家的遊戲過程重播,當然也要看看排行榜第一名是如何流暢地用最短時間達成SS!

另外值得一提的是,優美的背景音樂可以紓緩你在遊戲中的緊繃情緒。原聲帶很好聽!
張貼於:2014年5月7日
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28 人之中有 28 人(100%)認為這篇評論有參考價值
此帳號擁有 710 款產品
2 篇評論
307.3 記錄時數
Easily one of the best games I have ever played. You really don't know what your limit is when you play this game because you improve so much at first and continue to master this game even after you think you've beaten it.
張貼於:2014年2月13日
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25 人之中有 25 人(100%)認為這篇評論有參考價值
此帳號擁有 740 款產品
13 篇評論
41.2 記錄時數
there’s a softness, an altogether pureness, in dustforce. it is a starkly wholesome game beyond its surface. the magnitude of how pure is even idealistic and immovable. it’s something that is hard to find in a video game that seeks new horizons. relations, though. the most amazing part about dustforce is the result of its softness. even if you lack the ability to play it - and nearly everyone does - it holds wide appeal. the art and music match the gameplay to a refined elegance. it’s a pacifist game and a performance game without being tailored to either, because it’s still clearly a platformer with all of the philosophy behind it. in motion, it’s wickedly cool and aesthetically moving. skill and display meet innocence and whimsy.

dustforce is ludicrously difficult. it belongs to an elite faction of games I’d describe as harder than hard. the way it’s presented, that fact lays dormant. though loss is common in dustforce, there is no mean-spirit. nothing is out for your blood and none of the platforming is dishonest. what you need to do is nearly always set clearly ahead and it’s all up to your fingers. consequently, and not in a bad meaning, the stages end up feeling more like race tracks than levels. mind you, very stylized race tracks, or race track stages, but very laid-out and bare compared to genre tradition. this feel is accented, arguably engineered, by dustforce’s mode of progression. it doesn’t matter if you only get to the end of a stage in dustforce. you will, it’s always fun to clear a stage, it just won’t let you fully continue.

dustforce’s inspiration and idiosyncrasy is speed running. platformers have always been a speed running favorite. converting art into performance and display, manifesting game and human potential. speed runs are incredible, but there’s an equally incredible entry barrier. the time expenditure needed to participate means that few will experience the overwhelming play. dustforce acts as a bridge. its ranking system enforces perfection. it does not simply weigh down your time a ranking. clear time is not relevant. to unlock levels, you need SS. to get SS, you need a perfect combo with full completion. dustforce’s ranking deals with links. dust you collect on the stage builds up links. hitting dust covered enemies continues links. they are lost when you are hit, go out of bounds, or have about a five second pause since your last link. there cannot be mistakes. speed runs contain no mistakes. though complete perfection is not required, dustforce is unforgiving to even the smallest mistake. finishing a long level from beginning to end, allowed only stylistic mistakes, puts dustforce above a precision platformer to a speed run simulator.

dustforce isn’t the first platformer to demand perfection. I personally love contra for its sheer display and skill or die gameplay. dustforce’s pacifist aura and dedication to a track indeed separate it from any other perfection platformer, but what is most important is dustforce’s fluidity and sense of speed. though in plain movement it is slower than a mario game, a speed run never stops and dustforce doesn’t want you to stop. borrowing two key elements from other very fluid series - mega man X’s dash and modern sonic’s magnetlike fast-fall - and adding their own radical innovations with air dashing, wall runs, and jump refreshes, dustforce has constant varied movement. the combinations and radical changes in input keep you more than engaged, with the coolness of each character’s movement drilling in your performance. the rhythm, intensity, and constant movement translate to feeling unstoppable speed. dustforce’s core is an incredible renovation of tried mechanics with unbelievable vision in its additions. it has its idyllic goal of speed running and it refused accepted conditions. it contributes altogether on its own making both its direction and its core individual and fantastic.

dustforce has a special presentation with a unique goal and altogether new gameplay, so I would be skeptic to ask: how are the levels? by my language, well, this is pretty easy to anticipate. dustforce’s levels are masterful. they allow for all kinds of different and often new naturalizations, realizations, and combinations of their gameplay. the tracks have clear and differing focuses, requiring techniques, hopefully building your repertoire while it remixes its challenges, playing on your expectations. there are huge clearings to cross, towers to climb, ceilings and floors to repel, narrow spiked corridors to squeeze through, enemies to chain your airtime, small platforms to caustically land on, expansive hills to slide through, beautiful spirals to loop around. dustforce isn’t just a very personal and unique idea, it’s a masterpiece of level design. I have qualms for the lack of linear pacing, there isn’t a way to know how difficult a level is going to be, but that’s a very small criticism, and the game still builds from easy stages to hard stages, it’s just done in blocks.

plain to say, combat is not dustforce’s strong suit, and it feels relatively forced. so it is with an absolute lack of understanding that there are four small and constrained levels dedicated to fighting masses of around twenty enemies. to compensate for keyboard controls, for better and worse, dustforce ques moves. when platforming, it gives the game a sort of rhythmic and planned feel based on anticipation and expectation. in the heat of combat, it is awkward. you’ll find yourself locked into quick strikes and unable to dodge obvious enemy attacks, which is frustrating and unrewarding.

another actually affecting flaw is how much singular input influences the character. slight adjustments are impossible. this again compensates for the difficulty to make smalls presses on a keyboard, however it removes from dustforce’s most important aspect: its fluidity. an obvious expression of this is a single block-wide hole with ground on either side of it. pressing right or left will walk over the hole and onto the terrain on the other side. there is no possible way to enter the hole from the ground, you must jump and make the adjustment. yet even if there is slightly more control in the air, it still involves much too large movements, and makes landing on small blocks or falling down in a specific direction imprecise and very much out of your own control, which is somewhat of a deathblow. the hideout is an infamous stage that brings this flaw to light but also serves as a great way to learn how to make the flaw work for you. the keyboard-tailored control is impossible to ignore, and while it is a noble effort, it sadly stains a perfect formula.

dustforce is performance art. the fluidity feels like a dance. the speed feels like superimposed mastery. unlike a rhythm game, there is pure and awesome actualized design depth existing in-addition to the performance. unlike a perfection platformer, dustforce is rarely stressful, instead being meditative, being conductive, being pointed, being beautiful. it doesn’t demand perfection, it encourages it. as dustforce opens up, grows and evolves, so do you as the player. it shows that difficulty can be symbiotic to achieve fully wholesome results. dustforce isn’t do or die. it’s be or don’t be. there’s nothing more desirable than success.
張貼於:2014年2月2日
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12 人之中有 11 人(92%)認為這篇評論有參考價值
此帳號擁有 231 款產品
1 篇評論
290.5 記錄時數
No reviews for Dustforce? Surely this is a bug...

Dustforce is, and most likely will be, my favorite indie game of all time. I've never really even been into speedrunning platformers, but I absolutely loved this game.

The visuals. They're so simple, and are perfect for this game. It has a lovely look that never gets tiring to look at.

The flow/feel. Dustforce just feels great to play. Whether it's on keyboard or controller, this game has a flow that feels like you're riding through a musical masterpiece.

The soundtrack. Naturally, achieving flawless runs is what you aim for in this game, and naturally, it can get frustrating as the difficulty increases. Thanfully lifeformed (the artist) has created the absolutely perfect soundtrack for this game. The calming tunes are insanely catchy, as well as soothing to the soul as you unfortunately realize you missed a piece of dust 20% through that track you've never SS'd.

The devs. They just seem like awesome people who love making games. They've released their financial information on Dustforce after all it has been through (steam, humble bundle etc), which is a rare thing to do. They also created a level editor and website for people to share! They are currently developing a new game called Spire, which will be an instant purchase for me =]

tl;dr - If you have the tiniest spark of interest after seeing some screenshots or gameplay, buy it and play. You will not be dissapointed; only pleasently surprised.
張貼於:2014年2月12日
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7 人之中有 7 人(100%)認為這篇評論有參考價值
此帳號擁有 58 款產品
1 篇評論
8.7 記錄時數
Dustforce is a lovely game for those that enjoy speedy platformers with an emphasis on control over one's character. The janitors in Dustforce can jump off walls, run up walls, run up ceilings, and perform multiple double jumps by defeating enemies. Gameplay consists of mastering the route through a level to sweep up all the dust while continuing one's combo (which can be done by running over dust or hitting enemies) and avoiding spikes, pits, and enemy attacks. The game employs a ranking system that judges based on completion (how much dust was ran over and how many enemies were defeated) and finesse (how few hits and restarts taken). This game is perfect for those who go for perfect ranks in modern Sonic titles.

However, later levels in the game approach unfair difficulty, spamming spikes and requiring jumps and dashes to be timed down to the millisecond to succeed. Thankfully, it is not necessary to play any of these levels, and the game can be obtained at a price cheap enough to warrant playing only the well-designed levels in the first half of the game.
張貼於:2014年6月25日
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