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Full Bore
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More_Badass 2013년 10월 2일 오후 7시 40분
My Impressions
This game is fantastic. It's on sale now for $5 and I highly recommend getting it to support the developers.
Nine months after a successful Kickstarter campaign, Whole Hog Games has released their puzzle adventure game Full Bore. It's a charming game that combines tricky block based puzzles with open world exploration and an interesting story.

You're just a lonely boar who finds himself trapped in the mysterious mining operation deep beneath the earth. Weird machinery and logs of anomalies hint at some unnatural happenings in the tunnels and bored out caverns and as your adventure progresses, the pieces slowly come together. The world of Full Bore is sprawling and expansive and quite pretty, stretching from dark lava filled depths to the sunny green surface; doorways found throughout the world lead to puzzle filled rooms and other areas. Puzzles revolve around pushing and manipulating blocks, each with their own properties and function, as well as exploring and digging your way to new areas. A wonderful lighting system gives each location its own atmosphere and ambiance.

Right now, purchasing Full Boar gives you the first half of the game, titled The First Dig, which offers about seven hours of puzzles and exploration. The second half will be added later in an update and will include even more diverse locations such as ancient trap filled temples, abandoned industrial ruins, and more of the surface wilderness.

Full Bore is not really a platformer, more focused on puzzles. You're not jumping across gaps or over traps or anything like that. The pace is methodical and slower due to puzzle-centric gameplay, allowing you to take in the atmosphere and art style, explore at your leisure. The early puzzles are definitely there to teach you the basics but they do get more challenging and you'll have to think about a number of variables: how to position blocks and where they'll end up if you move something, the blocks' functions and relationship with other blocks, how your actions will affect the environment, etc. I find the slower gameplay a nice change of pace after coming from Dustforce and Spelunky.
More_Badass님이 마지막으로 수정; 2013년 10월 2일 오후 7시 41분
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Onlysol  [개발자] 2013년 10월 9일 오후 12시 40분 
Why have I not pinned this yet? Jeez, absentee developer here.
GlobZOsiris 2013년 10월 9일 오후 1시 00분 
Absolutly More_Badass. This smart indi puzzle-platformer game, made by 3 peoples in few months has clearly his place next to
• Fez
• Blocks That Matter
• Teslagrad
• Toki Tori 2
• Offspring Fling
• Hammerfest
GlobZOsiris님이 마지막으로 수정; 2013년 10월 9일 오후 1시 03분
More_Badass 2013년 10월 9일 오후 1시 27분 
WholeHogGames-Casey님이 먼저 게시:
Why have I not pinned this yet? Jeez, absentee developer here.

You guys deserve all the praise you get. It's amazing that this is a debut effort. And thanks for stopping by (or at least one of your team) the GAF thread.
Onlysol  [개발자] 2013년 10월 9일 오후 1시 50분 
I want to stop by, but my NeoGAF account (onlysol) is still in the moderation queue :(
More_Badass 2013년 10월 9일 오후 2시 28분 
WholeHogGames-Casey님이 먼저 게시:
I want to stop by, but my NeoGAF account (onlysol) is still in the moderation queue :(
I helped "chumple" get his account through. Let me message a mod. I'll get back to you in a few
More_Badass님이 마지막으로 수정; 2013년 10월 9일 오후 2시 28분
More_Badass 2013년 10월 9일 오후 2시 35분 
@onlysol - You can post now on NeoGAF
GlobZOsiris 2013년 10월 9일 오후 2시 46분 
Your pseudonym is a lie Badass. ^^
Onlysol  [개발자] 2013년 10월 9일 오후 4시 26분 
Sweet, I will now post on GAF bearing gifts
Kein Zantezuken 2013년 10월 10일 오전 1시 41분 
RPS was disappointed with FB but praised Knock-Knock (haha).
I was disappointed with RPS but praise FB.

I'm glad I stumbled upon it on some forums. My first thought were: "What. Metroidvania? Pffft, look at these unoriginal, possible pre-generated or automatically generating levels. That's not lovely crafted Metroidvania game, looks more like cheap game with indie label on it slapped".

Boy I glad I was wrong. You literally can feel how much love went into this game (right from the beginning, from the starting screen - yep, it is still a starting screen).

I can't wait for part 2.
Kein Zantezuken님이 마지막으로 수정; 2013년 10월 10일 오전 1시 42분
GlobZOsiris 2013년 10월 10일 오후 12시 35분 
The web is full of surprise Kein. ^^

Am I the only one to find the Full Bore visual too drab/grey/lightless ?
GlobZOsiris님이 마지막으로 수정; 2013년 10월 10일 오후 12시 37분
Kein Zantezuken 2013년 10월 16일 오전 5시 28분 
I've been listening to this interview today:

And you mentioned there that you still discuss the difficulty of the last boss. More specifically, it was mentioned that you lean towards making him more harder or easier based on the amount of gems player collected. For now, you plan to increase difficulty if player has smaller amount of gems and decrease if player has a lot of gems.

If the decision hasn't been made in stone yet, I'd like to give my proposal: do it exactly vice versa. If player collected all gems, solver all puzzles and mysteries, won all races and discovered all areas - it clearly means he got quite familiar with platforming and puzzle aspects of the game. And thus, harder boss would be more interesting and reasonable for him, as opposed to player who had hard time trying to figure many puzzles and get more familair with the game. Hard boss in his case would be overkill.

In fact, I did like to propose super-insane final boss for players who cleared 100% of the game on all aspects.
Kein Zantezuken님이 마지막으로 수정; 2013년 10월 16일 오전 5시 30분
GlobZOsiris 2013년 10월 16일 오전 5시 43분 
I totally agree with this logic Kein.
GlobZOsiris님이 마지막으로 수정; 2013년 10월 16일 오전 5시 54분
Kein Zantezuken 2013년 10월 19일 오후 2시 10분 
I just remembered what FB reminds me about:

Fly'N. One of these amazing under-appreciated and overlooked indie platformers. I really hope that after Steam release things will change.
Agriel o agricola 2013년 11월 6일 오전 1시 28분 
M4N4TI 2013년 11월 16일 오전 6시 03분 
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