Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Player receives a much greater deal of self-knockback, inversely proportional to the existing knockback of the weapon. (read: every weapon you can basically rocket jump with, weapons that already have a lot of knockback like the rocket launcher are basically the same)
- - but they can only shoot while mid-air
This game was made by a small team and the game already has a lot of questionable balance. Re-inventing the wheel for movement is not likely to be the big hit you might think it is.
Of those ideas only the higher jump and the grappling hook seem similar enough to stay in the average player's comfort zone. But even then, the "higher jump" will have a problem leaving the start room in Svartelheim II, and my experiences with the flight/Spacewalker is that being able to stay up high makes it probably too easy to cheese the game.
Oh, I have literally zero expectations that the dev team will take on these suggestions, it's just a fun speculation chit-chat based on a weird thought I had while doing Run runs. I figure actual serious requests for new features would go in the pinned feature request thread.