Felix The Reaper :: 死神菲利克斯

Felix The Reaper
死神菲利克斯

开发: Kong Orange
发行: Daedalic Entertainment

评价78%

关于这款游戏



在死亡部工作的菲利克斯爱上了生命部的少女贝蒂。他认为,作为死神进入人类世界的话,他总有一天能够见到她,于是他就接受了任命,前去确认死期已至的人会死亡。他还教自己学会跳舞,希望能以此打动他的(非)生命之爱。

由于菲利克斯只能在阴影中移动,所以他必须小心地行走在这个陌生的世界里。幸运的是,像菲利克斯这种死神能够转动太阳,并移动阴影,从而创造出可在生者世界活动的必要路径。他以此方式解开谜题,并确保人们根据死亡部的计划离世。

每通过一个关卡,都会为死亡部这位有爱就去追的实干者解锁一个硬核版本。你也可以收集骷髅成就,好为这位最足智多谋的员工进一步解锁额外的时间试炼。



  • 在原创的益智游戏机制中挑战自己
  • 体验可怕又甜蜜的故事以及美仑美奂的世界
  • 从菲利克斯随身听上逾10位独立音乐艺术家的作品中选择你偏好的歌曲
  • 收集骷髅成就解锁额外的时间试炼
  • 观看菲利克斯精进他的舞步——全部由专业舞者编排



死神菲利克斯》源于对漫长、诙谐和怪诞死亡艺术史的痴迷。很多主题都在死亡的文化认同中出现过,包括“死亡之舞”(或称“Danse Macabre”)和“死亡与少女”。我们在死神菲利克斯》中将这两个主题融合在一起。

至于角色本身及其周围的世界,其灵感来源则更加多样化:我们受启于老电视剧“The Twilight Zone”、中世纪的画家Bruege和Bosch,以及“Adventure Time”和宫崎骏的动画角色。

死神菲利克斯》的另一个重要灵感来源则是本游戏制作过程中与我们合作过的优秀艺术家,包括许多舞蹈演员、一长串的音乐艺术家以及历史学者。

舞蹈
多名舞蹈家为游戏的制作做出了贡献,而游戏结尾处的最后舞步最终是由Gunilla Lind和Raphaël Ferdinand Eder-Kastling即兴创作而成。

Gunilla正在为菲利克斯编排舞蹈动作:


Raphael正在为菲利克斯编排舞蹈:


音乐
一个主角时时翩翩起舞的游戏当然需要有动人的音乐,否则他为什么要跳舞?在游戏设计过程中,我们让音乐艺术家尽情展现他们自己。我们希望他们以个人的艺术表现加入这个游戏,而不是让他们成为我们想要的样子。这就形成了一种多样而奇特的音乐组合。但由于这是一款没有压力的益智游戏,因此,你可以在游玩过程中慢慢欣赏和享受这种怪异性。

艺术史
游戏本身的想法来自于艺术史。实际上,我们是以“死亡之舞”和“死亡和少女”为基点,带着“我们要如何制作出一款这种主题的游戏”的问题,实验过几个不同的蓝本后,最终才确定了这个形式。

在制作的过程中,一位历史学者正在为撰写一部著作而钻研逾10个世纪的死亡艺术史。每次他偶然发现一些有趣的东西,他都会告诉我们;如果这些东西与我们的游戏契合的话,我们就会尽力将它放入其中。在这个游戏中,有五篇出自于这位历史学家——Søren Hein Rasmussen的文章,你可以在游戏过程中解锁它们。

About This Game



Felix works at The Ministry of Death, and he's in love with Betty The Maiden from The Ministry of Life. He believes that going to the human world as a field reaper will enable him to one day meet her, so he's taken the job of making sure people die—and taught himself to dance, in order to impress the love of his (un)life.

Since Felix only moves in the shadows, he needs to tread carefully through this strange world. Luckily, reapers like Felix are able to turn the sun and shift the shadows, creating the paths necessary to navigate the land of the living. He does so to solve puzzles and make sure people die according to ministerial plans.

Each level unlocks a hardcore version of itself for the motivated ministerial go-getter. You can also collect skull achievements that further unlock bonus time trials for the most resourceful employees.



  • Challenge yourself to original puzzle game mechanics
  • Experience a gruesomely sweet story and beautiful world
  • Choose your own tunes from a selection of 10+ indie music artists on Felix‘s Walkman
  • Collect skull achievements that unlock bonus time trials
  • Watch Felix develop his dance moves—as created by professional dancers!



Felix The Reaper sprang from a fascination with the sprawling, humorous and grotesque art history of Death. Many themes have emerged in the cultural identity of Death, including The Dance of Death or Danse Macabre and Death And The Maiden. We sort of mashed those two themes together in Felix The Reaper.

For the character himself and the world around him, the inspiration was more diverse: We took cues from the ancient TV show The Twilight Zone, medieval painters like Bruegel and Bosch and the cartoon characters of Adventure Time and Hayao Miyazaki.

Another important inspiration for Felix The Reaper was the amazing artistic collaborators in the production. We worked with dancers, a long list of music artists and history scholars.

The Dance

Several dancers contributed to the game's production, and eventually Gunilla Lind and Raphaël Ferdinand Eder-Kastling improvised the final moves that ended up in the game.

Here's Gunilla doing a dance move for Felix:

And here's Raphael doing another:

The Music

Of course a game with a dancing protagonist needs great music—why else would he be dancing? We designed the game in a way that lets the music artists be themselves. We wanted them to add to the game through their personal artistic expression, rather than ask them to be what we want them to be. This made for a varied and strange combination of music. But since the gameplay is a non-stressful puzzler, you actually have time to appreciate and enjoy the weirdness while playing.

The Art History

The idea for the game itself stems from art history. We actually started with The Danse Macabre and Death and The Maiden as a basis, and then asked ourselves: How can we make a game about this? Eventually and through several different prototypes, we ended up here.

Alongside the production, a history scholar was diving into the art history of Death across more than 10 centuries for a book manuscript he is working on, and every time he hit upon something interesting he told us, and we tried to put it into the game if it fit. There are five different articles by this historian Søren Hein Rasmussen within the game—you can unlock them as you progress.

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