开发者的话
各位中国的游戏爱好者们,你们好!
我是《迷失之地:乱斗》的制作人Teemu,同时也是Supercell的子公司Frogmind的COO。之前我们公司开发过《迷失之地》系列IP的两个游戏, 获得了诸多国际奖项,同时也收获了来自玩家与游戏行业内的赞誉,非常感谢大家的支持。下面请允许我给你们介绍一下我们在中国大陆即将发行的第一款游戏《迷失之地:乱斗》。
【“迷失之地”系列IP的传承与突破】
《迷失之地:乱斗》和我们之前的作品《迷失之地》1&2整体的世界观是一脉相承的, 故事都发生在神秘的荒地世界,在乱斗中你依然会看到那些熟悉的风景和居民,当然我们也额外增加了数十个新角色等待你们来发现和探索。
虽然乱斗的主要玩法和前作有较大不同,但我们公司最大的优势——模拟物理引擎的运用仍然在乱斗中得到了完美的传承。一旦进入迷失之地的乱斗世界,你会发现它非常易于上手,你只需要根据自己的策略思考进行克隆兵的搭配,并在不断的实战中挖掘新的攻击组合即可。(当然,为了提高趣味性和可玩性,我们在其中预埋了很多小彩蛋。有时候出其不意的阵容搭配组合可能会出现小惊喜哦~)
【关于玩法设计】
我猜许多玩家肯会很好奇《迷失之地:乱斗》为什么采用了这样一种类似《愤怒的小鸟》和《皇室战争》相结合的玩法吧?因为我们认为《愤怒的小鸟》的悬带机制是触摸屏游戏的最佳用户界面之一。它使得用户能够以非常直观的形式进行精确控制(角度和速度),并且这样的操作也很容易掌握。另外《皇室战争》是我们团队非常非常喜欢的一款游戏,所以我们想在他的玩法基础上增加一些其他的新机制,让玩家可以一起玩并进行更多的互动。
我们的第一个玩法原型实际上是类似足球防御塔的机制,但开发过程中我们逐渐在塔楼相互对立的单元中增加更多的细节和功能,并且视觉设计也慢慢往神秘的风格靠拢。很快我们就认识到,这个游戏应该在badland宇宙中进行,因为它与我们的设计完美匹配,并且还可以深化延展badland这个丰富且神秘的宇宙。于是在保留badland前作独特而美丽氛围的基础上,我们将视觉效果样式进行了升级,将2D升级为3D并添加了更多色彩。
【关于国服的发行期待】
《迷失之地:乱斗》未来将通过腾讯的极光计划代理引入到中国大陆区进行发行。我们很高兴能与腾讯合作,在合作过程中,我们双方建立了紧密融洽的合作关系。希望我们能一起努力给各位中国大陆的玩家带来原汁原味的产品体验。
我们始终相信人与人的连接会带来特殊的乐趣,而这也是我们现在聚焦社交游戏的原因。希望在《迷失之地:乱斗》的神秘世界里,玩家们可以相互挑战、合作,在社交中获得独特而有趣的体验。
--------------欢迎加入官方Q群和我们沟通--------------------------
迷失之地乱斗官方①群:1049805997
--------------《迷失之地:乱斗》获取奖项--------------------------
- Samsung Galaxy应用 2019 - 最佳多人游戏
- Google Play 2018 - 最佳对战游戏
- Tabby Mobile Game Awards Winner 2018
—————————以下是Teemu所写的英文版原文——————————
Dear Chinese players,
I am excited to introduce our game Badland Brawl to all of you! I am Teemu, producer of Badland Brawl and COO of Frogmind, a subsidiary of Supercell. Our previous works include Badland 1 and 2 which have won many awards and received love from both players and reviewers. I would like to thank you all for your strong support and hopefully you will like our new game Badland Brawl.
[Inheritance and breakthroughs from the Badland series]
Badland Brawl takes place in the same world/universe than BADLAND 1 & 2 and expands it with dozens of new characters. The visual style is more colourful and 3D instead of 2D. Yet, the players of BADLAND 1 & 2 will likely recognise the gorgeous landscapes and some of the inhabitants.
The main gameplay is different from BADLAND 1 & 2 but shares being based on simulated physics. Physics based gameplay is one of our strengths as a company. It makes the game easy to pick up and intuitive and yet makes the battles infinitely varied. With the right timing and clever use of combos, even totally unexpected things can happen. Players can invent new attack combos by mixing things together and mastering their use through trial and error.
I believe that some players might wonder why Badland Brawl combines Angry Birds with CR. We feel that the Angry birds sling mechanics is one of the best user interfaces for touchscreen gameplay. It allows for precise control (angle and speed) in very intuitive form. It is easy to pick up and yet allows a good learning curve in mastering to predict the results of the interactions. We liked that and we really liked the smart metagame of Clash Royale.
The first prototype was actually a kind of a football tower defence. We started to add details and functionality to the units the towers slung against each other and the visual design took a turn towards a mystical nature with different creatures working together in a tribe. Pretty soon it became clear that the game should take place in the Badland universe as that really matched the design and would give us the possibility to deepen the universe that is already rich but also mystical. We wanted to upgrade the visuals style into 3D and add more colors but still keep the unique and beautiful atmosphere of BADLAND 1 & 2.
[Expectations on Badland Brawl mainland version]
Badland Brawl mainland version will be published by Tencent A.C.E program. We are happy to work with them and we have had a great relationship with each other during our cooperation. Hopefully we can bring you an authentic gaming experience.
We very much believe into social gaming where players can play and have cool experiences together. That is the reason why our focus is now in making social games. We really hope Chinese players can challenge and cooperate with each other and gain unique and enjoyable experience in the mysterious world of Badland Brawl.
我是《迷失之地:乱斗》的制作人Teemu,同时也是Supercell的子公司Frogmind的COO。之前我们公司开发过《迷失之地》系列IP的两个游戏, 获得了诸多国际奖项,同时也收获了来自玩家与游戏行业内的赞誉,非常感谢大家的支持。下面请允许我给你们介绍一下我们在中国大陆即将发行的第一款游戏《迷失之地:乱斗》。
【“迷失之地”系列IP的传承与突破】
《迷失之地:乱斗》和我们之前的作品《迷失之地》1&2整体的世界观是一脉相承的, 故事都发生在神秘的荒地世界,在乱斗中你依然会看到那些熟悉的风景和居民,当然我们也额外增加了数十个新角色等待你们来发现和探索。
虽然乱斗的主要玩法和前作有较大不同,但我们公司最大的优势——模拟物理引擎的运用仍然在乱斗中得到了完美的传承。一旦进入迷失之地的乱斗世界,你会发现它非常易于上手,你只需要根据自己的策略思考进行克隆兵的搭配,并在不断的实战中挖掘新的攻击组合即可。(当然,为了提高趣味性和可玩性,我们在其中预埋了很多小彩蛋。有时候出其不意的阵容搭配组合可能会出现小惊喜哦~)
【关于玩法设计】
我猜许多玩家肯会很好奇《迷失之地:乱斗》为什么采用了这样一种类似《愤怒的小鸟》和《皇室战争》相结合的玩法吧?因为我们认为《愤怒的小鸟》的悬带机制是触摸屏游戏的最佳用户界面之一。它使得用户能够以非常直观的形式进行精确控制(角度和速度),并且这样的操作也很容易掌握。另外《皇室战争》是我们团队非常非常喜欢的一款游戏,所以我们想在他的玩法基础上增加一些其他的新机制,让玩家可以一起玩并进行更多的互动。
我们的第一个玩法原型实际上是类似足球防御塔的机制,但开发过程中我们逐渐在塔楼相互对立的单元中增加更多的细节和功能,并且视觉设计也慢慢往神秘的风格靠拢。很快我们就认识到,这个游戏应该在badland宇宙中进行,因为它与我们的设计完美匹配,并且还可以深化延展badland这个丰富且神秘的宇宙。于是在保留badland前作独特而美丽氛围的基础上,我们将视觉效果样式进行了升级,将2D升级为3D并添加了更多色彩。
【关于国服的发行期待】
《迷失之地:乱斗》未来将通过腾讯的极光计划代理引入到中国大陆区进行发行。我们很高兴能与腾讯合作,在合作过程中,我们双方建立了紧密融洽的合作关系。希望我们能一起努力给各位中国大陆的玩家带来原汁原味的产品体验。
我们始终相信人与人的连接会带来特殊的乐趣,而这也是我们现在聚焦社交游戏的原因。希望在《迷失之地:乱斗》的神秘世界里,玩家们可以相互挑战、合作,在社交中获得独特而有趣的体验。
--------------欢迎加入官方Q群和我们沟通--------------------------
迷失之地乱斗官方①群:1049805997
--------------《迷失之地:乱斗》获取奖项--------------------------
- Samsung Galaxy应用 2019 - 最佳多人游戏
- Google Play 2018 - 最佳对战游戏
- Tabby Mobile Game Awards Winner 2018
—————————以下是Teemu所写的英文版原文——————————
Dear Chinese players,
I am excited to introduce our game Badland Brawl to all of you! I am Teemu, producer of Badland Brawl and COO of Frogmind, a subsidiary of Supercell. Our previous works include Badland 1 and 2 which have won many awards and received love from both players and reviewers. I would like to thank you all for your strong support and hopefully you will like our new game Badland Brawl.
[Inheritance and breakthroughs from the Badland series]
Badland Brawl takes place in the same world/universe than BADLAND 1 & 2 and expands it with dozens of new characters. The visual style is more colourful and 3D instead of 2D. Yet, the players of BADLAND 1 & 2 will likely recognise the gorgeous landscapes and some of the inhabitants.
The main gameplay is different from BADLAND 1 & 2 but shares being based on simulated physics. Physics based gameplay is one of our strengths as a company. It makes the game easy to pick up and intuitive and yet makes the battles infinitely varied. With the right timing and clever use of combos, even totally unexpected things can happen. Players can invent new attack combos by mixing things together and mastering their use through trial and error.
I believe that some players might wonder why Badland Brawl combines Angry Birds with CR. We feel that the Angry birds sling mechanics is one of the best user interfaces for touchscreen gameplay. It allows for precise control (angle and speed) in very intuitive form. It is easy to pick up and yet allows a good learning curve in mastering to predict the results of the interactions. We liked that and we really liked the smart metagame of Clash Royale.
The first prototype was actually a kind of a football tower defence. We started to add details and functionality to the units the towers slung against each other and the visual design took a turn towards a mystical nature with different creatures working together in a tribe. Pretty soon it became clear that the game should take place in the Badland universe as that really matched the design and would give us the possibility to deepen the universe that is already rich but also mystical. We wanted to upgrade the visuals style into 3D and add more colors but still keep the unique and beautiful atmosphere of BADLAND 1 & 2.
[Expectations on Badland Brawl mainland version]
Badland Brawl mainland version will be published by Tencent A.C.E program. We are happy to work with them and we have had a great relationship with each other during our cooperation. Hopefully we can bring you an authentic gaming experience.
We very much believe into social gaming where players can play and have cool experiences together. That is the reason why our focus is now in making social games. We really hope Chinese players can challenge and cooperate with each other and gain unique and enjoyable experience in the mysterious world of Badland Brawl.
简介
《迷失之地:乱斗》(BadlandBrawl)是一款火爆刺激的物理弹射对战手游。
游戏主打PVP(1V1、2V2)即时对战。玩家可以从各式各样的炸弹小兵中选择并搭配自己的卡组,利用不同炸弹之间的能力组合,用弹弓射出炸弹,以炸毁敌方基地为目标进行对战。
来吧!派出你的克隆人征战沙场! 掌握时间和目标,打造疯狂的战术和破坏性的连锁反应!运用战术策略给对手致命一击!
游戏主打PVP(1V1、2V2)即时对战。玩家可以从各式各样的炸弹小兵中选择并搭配自己的卡组,利用不同炸弹之间的能力组合,用弹弓射出炸弹,以炸毁敌方基地为目标进行对战。
来吧!派出你的克隆人征战沙场! 掌握时间和目标,打造疯狂的战术和破坏性的连锁反应!运用战术策略给对手致命一击!
详细信息
- 文件大小: 2020年04月16日
- 更新时间: 2020-04-16 13:58:04
- 厂商: Frogmind
总评分
3.8
最新版本
Android:无 iOS:无 近7天 : 0.0
-
5
-
4
-
3
-
2
-
1
请先 登录 再进行评价
排行榜
游戏让愤怒的小鸟那类型的单人操作改为了双人多人的操作方式增加了互动与娱乐性,联机可以说是当今游戏必不可少的。
游戏通过射击攻打敌方城堡来决定胜负,游戏中加入了时间以及天降道具让你更加的可以发挥策略,如先偷一血如何防御到时间的结束这种策略,以及道具的合理利用。
别看射击如此简单,可这游戏射击可是难度十分,有些时候对于角色功能的使用与发射的距离位置都需要控制,(像我有的时候别人快让我扣血的时候我会选择用一兵来抵达加上炮塔自带的弓弩来瓦解,是不是很睿智)
游戏还支持2v2你可以和小伙伴一起玩
总之体验极棒
首先,它凭什么值得我玩?战斗系统?那我为什么不去玩皇室?一个各方面都胜于这玩意儿的游戏。机制?那我为什么不去玩愤怒鸟?又简单又不用联网。美术?那我觉得饥饿鲨的色调跟质感都跟它大同小异。如果你说它的特点就是融合元素,我倒认为你不如将其中一样做精、做透,否则只会是一锅糊了的大杂烩。
其次,这游戏最引以为傲的物理引擎,个人认为不适合做竞技游戏。人家弹弹堂好歹也是回合制而且没物理碰撞,不然你遇到这种情况怎么办:两边都是低费阵容时,小型怪和小炸弹漫天飞舞,互相推攘,进谁家门完全随机,跟玩Русская рулетка一样刺激!随机性完全打乱了竞技性、思考性和公平性。再者这手感也有欠缺,重量机制令人拖动得贼难受,经常想取消发射时都放回不了原位,导致操作失误。
最后,它好像不是supercell的游戏吧?怎么整得跟皇室是同父异母的兄弟似的?卡牌系统、段位系统、宝箱(蛋)系统、部落系统,还有观看badtube(YouTube)系统......借鉴,一定是借鉴。
我知道,每个游戏都有起步的时间,都有不足之处,如果它有爆红的那天,我会回来收回这段话,大吹一顿的。
虽然物理引擎不是什么新奇的东西,
但这个运用的非常成功
网络在未代理的情况下也很稳定
关键'这种卡通画风完全抵抗不了,太喜欢了
然后至于像皇室像愤怒的小鸟
推陈出新嘛
其实想想联机版愤怒的小鸟
你对手正好是绿猪一方岂不是很爽
确实有一些玩家真的厉害啊
不论我扔什么都能打回去
最后5星,至于代理,说不上期待
现在就挺好,而且不准备在国服氪一波
优点在于引导挺好,而且匹配速度很快,实力相差不大!而且蛋蛋除了金蛋银蛋可能需要时间,普通蛋是可以选择立即开。很好。很爽
缺点在于,很卡!我知道我这网是一般,但不至于卡。玩了几局,卡住不动是常事!如果网不好。请给我个显示!不要让我卡在那错过战机。低端局随便玩玩还好。那要高端局,这一秒就是胜负啊!可能如果这两天还卡,我可能就退坑了