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Mini War - Three Kingdoms

Mini War - Three Kingdoms

by Unknown

★ 91%
Price $0.99
Avg Players 0
Reviews 23
Released Nov 30, 2020
CasualClickerIndieMilitary
View on Steam ↗

What players are saying

▲ Recommended 0 hrs
More of a puzzle game, where you use weapon-named heroes to try and complete the objectives of each puzzle. Most of which require at least two play-thoughs of a puzzle. Those with some idea of Three Kingdom heroes may be able to associate weapons and heroes a bit easier. Recommend.
3 found helpful Steam ↗
▲ Recommended 3 hrs
It's a solid little puzzle game which has a lot of content for the price. It's aesthetic is nice and clean, and putting in the context of the 'Romance of the Three Kingdoms' is cute.
It'd probably be best served as a mobile game the you can casually put on every now and then, but if you just need something to click through whilst going through a podcast or book, this is a fine choice.
0 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

《Mini War - Three Kingdoms》is on sale now!There is -20% discount for sale!

2066 days ago
After several months of development, the minimalist tactical game 《Mini War - Three Kingdoms》has finally been officially launched! Making a game with originality and high gameplay has always been my dream. It means a lot to me, and it's a great thing to celebrate. But now the sale is around the corner, my heart is a little apprehensive and uneasy. To be able to complete a game that you really want to make is something to be happy about, but now I am under a lot of pressure. On the one hand, I am worried that you will not like it, and the other is that I afraid of betraying my original intention. So I have to try my best to make this game better and better, in order to win your faver. Looking back on several months of R & D, I feel mixed feelings. I hope you can gain happiness from our work.

Optimization & BugList

2066 days ago
Regular optimization and update contents at the end of November: OK*.可移动区域再加明显一些 OK*.敌人根据单位朝向只显示一个攻击范围示意图(需选择和旋转资源) OK*.选中敌人时显示该敌人的攻击范围 OK*.修改语言时不重启游戏,选择取消,会出现无法再操作的bug(已修复) OK*.确定进入当前关卡的界面,要能看到准备进入的关卡名称 OK*.不同分辨率的适配检查(非16:9的画面,会存在界面美观问题) OK*.Levelui的上下翻页箭头有歧义,修改为可穿透,下侧按钮有鼠标移入效果,表示可点击 OK*.开始界面去除署名,调整标题为美术字 OK*.新手引导最后一关不要重来一次 OK*.新手关5增加强制引导,点击一步全杀 OK*.表演阻塞bug保险:6秒没有演出节点返回值时自动结束并弹结算界面 OK*.点击移动的操作使用动画,让角色在预演阶段有一个播放逐格移动的过程 OK*.UIReady没有锁住按钮点击行为 OK*.修复黄盖动画播放时卡住的问题 OK*.成就更新完了,拉通补测完成 其他若干微小改动。 研发期的原优化备忘录: OK1.获取所有按钮 OK2.设计点击&路径变化的游戏循环(含路径形成&伤害预演) OK3.达成目标的方式(击杀目标敌将/到达特定点位) OK4.达成目标时开始自动战斗演示(含伤害结算) OK5.演示完毕弹出结算(下一小关|再战一次|返回菜单) OK6.达成挑战的功能 OK*.初始化“挑战达成判断”所需的其他检查参数(fightUI-InitChallengeNeed) OK*.判定是否暂时达成/未达成挑战条件,并改变界面显示(fightUI-CheckChallenge) OK*.挑战显示待做(ResultUI-OnStart) OK*.已死亡角色还会参与计算的bug OK*.ActionEftType.Shock惊退:空槽移动中改变周边敌人位置会导致算路出现问题,故改成使目标转向180度 OK*.主角预演剪影制作 OK*.主角攻击范围叠标(需要结合地图格子动态生成) OK*.主角伤害范围不会随着转向而变化的bug OK*.点击后主角应该移动到新位置(回退时也要处理好) OK*.被击杀的对象和被击杀轮之间需要生成1条连线表示击杀源(以及配套回退的处理) OK*.UI提示修改——1. 上下左右:选择 2.短按Z/左键:确定行动路点 3.短按X/右键:回退,打开系统菜单 OK*.受伤、格挡行为和数据的记录和回退 OK*.格挡的逻辑还有问题,如果sp

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