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I agree. How it's sitting at only 91% positive instead of 98% positive makes me wonder about gamers. I haven't looked at negative reviews but my guess would be "too hard" fills the majority.
It's fine, really! We made Selaco knowing that it will not be for everyone and I'm perfectly comfortable around that. Some will not like the way our encounters work, other will not like our level design (which we are working on!) and that's fine.
With that said, do remember to leave a review if you haven't yet! They help us a lot
As a general rule I never really considered reviewing Early Access games either (Especially before all the Story/VA stuff has been added)
But I'll probably make an exception here once done, especially if the devs are saying it all helps
Can always edit the review and make it Negative if Chapter 2 and 3 end up being complete crap!
Nope. The top rated reviews listed at the very top of the list these three issues:
1. Visual Immersion = Uncanny valley resulting from mashing sprites, voxels and 3D models together, into a visual flurry.
2. Level / Map Design = Confusing map layouts, getting stuck constantly, and required using guides to progress.
3. Secret Hunting Woes = Obtuse secrets which aren't telegraphed, secret types that get used once and never again (ie the locker secret in Pathfinder Hospital), and other mandatory secrets that are so hard to find, they should be a Blood style Super Secret that doesn't affect completion but is there for OCD completionists.
Is this a joke? What secrets aren't telegraphed? We've made sure all of them have visual tells to ensure mindless wall humping will never be necessary.
I don't think secrets make out the majority of the negative reviews, though. In my notes, difficulty and level design are the top ones and, trust me, I've read every single one of them! Both of these are currently being addressed.
'Top Rated' does not mean it's the most agreed upon critique. That is not how reviews work.
Yes that's.. the point? Do we need to add multiple MRI machines in the levels? Should every level have a Koala Plush machine? A secret can be a one-time gag that is never used again, that is what makes them fun to find and keeps things interesting.
What does this even mean?
I've played the game for 6 hours, the visuals are very good in the game, comprehensible and visual clarity on enemies is very clear, you also have a sound system for footsteps that works really well.
Level / map design, the map shows you clearly the doors with colors, its up to you to find the cards. Did you want a ubisoft game with quest markers on keys?
Secrets are secrets. What exactly do you expect? Most of them give armor, ammo and rarely a permanent hp increase from what I found so far.
Y'all need glasses or game sense tbh, I had no problem with this game whatsoever. We are talking about a game where 91% reviews are positive, and you want to claim the 9% of negative reviews should matter? lol
The only valid arguement i've seen is some difficulty during combat but thats what happens when you have sprites. Cant telegraph their moves easily, its part of the art style. Selaco 3D would be amazing though! There is no need for difficulty adjustments in general, game is in a perfect spot.
Most of the secrets I could never have found, were found by following the guides. Because I wouldn't have thought to look there. There is a lot of secrets in Utility Areas, Parking Garage, Selaco Streets and Sal's Bar that I could not have found without assistance. Not even by wall humping with a Multimeter, could I have ever found them. I'm used to secret hunting in old-school 90s shooters, where you usually could tell where a secret might be but may not know how to get there or what the trigger is to unlock it.
Secrets that weren't well telegraphed were things like the vent secret in the Pathfinder Hospital. If you happened to shoot at that one vent, sure you'd figure it was a secret, but at a distance it looks the same as all the other vents that can't be opened up. Cracked walls sometimes were placed in spots where its hard to notice them and only with the Master Key attachment, do they suddenly pop out.
Top rated reviews may not be the biggest problem, but it is usually indicative of trends. Ignoring trends, can be bad.
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One off secrets is fine, but I point out the locker secret because it is literally the only locker in the entire game that can be opened. Even the ones that say they are unlocked, make a beeping noise saying, can't be opened. Just is odd to use something like that only once, when there are tons of lockers throughout the game that could have been used for even just hiding some extra goodies.
Visually and technically it is impressive, however I had severe comprehensibility issues with the clashing styles, which resulted in getting hit a lot, while I tried to figure out where to go, and where to shoot. Visual clarity on enemies is very clear for certain enemies. Riflemen, Enforcers, and Plasma Troopers are easy to confuse at a distance, and are brutal when you confuse them at close range. All the other units are visually different enough that I can spot them from a crowd.
Color-coded keys on the map is fine. The issue is situations where there isn't glowing green markers on the walls or its not clear that a path is the main path and not a side path. I got lost a lot in Utility areas and Selaco streets for this very reason.
Secrets give stuff for mandatory progress, and not getting them really screws you over. There is a ton of secrets with credits, weapon parts, or weapon mods in them, that if you miss them, you are going to have a bad day later on. I'm not concerned about secrets that have health or armor in them, but the ones that if you don't get them, you are screwed over. And I found that the health/armor secrets were retardly easy to find, but the ones for the other types were obtuse and tortorous to find.
Most people that love the game, have no issue with it, and disparage the people that do have an issue with it. What a world we live in. Its either you are gud or its get gud, and not an actual issue with the game itself.
If I want to address this then I'm going to need some actual examples instead of just level names. Testers have been able to 100% the game before guides were even a thing, some even before we added the Multimeter (which wasn't a thing until a month ago). We always made sure that every single secret is properly telegraphed.
Hard to find? Sure, but that's the point of a secret dude.
https://i.imgur.com/0twEg8d.png
Assuming you are referring to this one, then I respectfully disagree about the vent secret in Pathfinder being hard. It's one secret that players frequently find, even way back in the demo. You can watch streamers do a blind run and see the secret being found more often than not. There a whole physical space behind the vent that is leading towards a locked door and Armor Shards that draw extra attention.
There are to my knowledge no other vent secrets in the map
What a tester can achieve and what an average player can achieve are two very different things. The testers in my game, never die and fine all sorts of cool exploits, most I leave alone. But the average player doesn't know about that stuff, and often finds it difficult to play. So when a tester says something is too easy, it just means that an average player would be able to do it. If you make it harder, the average player isn't going to be able to do it.
As for that vent secret, I actually missed it all the times I played the demo. Probably a display setting issue, because for me ingame, I can't see the glowing green armor shards, and so it looks like a dark space to me. Only after shooting the fan, do I see the green armor shards.
I think you vastly underestimate how we approached the playtesting phase. Testers have been doing blind runs constantly. As new builds were made, new testers were invited with no prior knowledge of the game to do a playthrough, many of which were recorded. And, again, streamers have been able to find it while at the same time entertaining an audience. Unless you can come with actual examples of which secrets have no signposting at all, then there's nothing I can do to improve it.
You can perfectly see the armor shards by standing on the floor. They are not affected by darkness which makes them pop. If you couldn't see it, that's on you because that means you didn't look into the area like many others did. It's a secret for a reason. You say they weren't telegraphed and mentioned an example, I went to that example to proof you were incorrect.
There is no setting in the game that makes them not lit up.
I'm sorry man, but secrets not being telegraphed and obscure is is not a critique I agree with. There are a few exceptions here and there that need tweaking, like the Donkey Monkey secret in Exodus, but based on my experience, our testers, and even the newer players in our Discord, secrets are perfectly do-able.
Lets be real, this is a valid refunding reason :P