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Since im late to my reply, fine.. you dont have to reply any further, but still at least take the feedback for what it is.. Feedback, trying to give constructive criticism.
Look.. im on the mindset that yes. .the game is a masterpiece.. and as for the secrets discussion.. your taking the feedback wrong.. its not a matter of players saying "make it easier" .. its more.. make it make sense. Its almost for some of them.. having to go with the old skool tactic of Wall hugging.. which to me seems like bad level design.
In the 2 examples i posted, your image of the slit, again.. you are crouched in just the right spot to see that. Running around.. the room, you wouldnt see that that way, you wouldnt see "beyond" it, you would maybe just notice the screen at the diff height, and the 2 metal bars at the floor pointing to it. Later on once I under stood stuff like that being a visual clue, it did help with others, yes... but other than wall hugging i wouldnt have expected to find that one.
And the 2nd example.. yes I noticed the 3 lights above the door, at least knowing i had 3 to find.. the hardest one was the one thats even in the area on the edge of your image.. the narrow gap between what a player would perceive as some wall greeble and a wall. Nothing otherwise would make me search this narrow little gap, nothing draws interest there. If thats the point.. then it kind of seems to some as if these were made for people "who are already in the know".. so then whats the point?. Thats like an inside joke for your buddies, but then broadcasting that to the world in a "hehe you are never going to get this" kind of mindset.
And your 3rd example you added.. i was briefly stuck there too until i had already figured out the order myself the hard way. Having the map is great. Had I heard a second noise to my right after the beep of the button, like a panel siding up, i would have TURNED right to look, instead of going like "what changed?" and STRAFED right and exited the room. Typical FPS player mentality.. we dont turn to go right.. we strafe. Ok my bad for keeping my eye on the door, since the game likes to go "SURPRISE you did something more guys to kill".
Also the multimeter thing?.. Having read that in the threads here, good to know now.. would have been nice to have some kind of actual hint in game that its a functional usable piece of environmental trash. (the only other real time being the screwdriver to fix the vac bot, but that was actually a given quest, and then the bear, with the actual image of a bear nearby to drop the clue). Maybe one of those little datapads, "hey this thing seems to be picking up weird signals around the complex.. is it broken?". That would at least fit with the games subtle hints in other aspects.
lol
Move on? How dare you not cater to modern gamers and add an instant win button to your game!!!
:D
Part of what makes indies special is how they can cater towards a more specific niche without having to worry about making millions of dollars every hour like the bigger studios are doing. Selaco is not a game that everybody will love.
While I don't always agree with some of the points that are made, it's reasonable for someone else to feel differently about it.
Hard to argue with that. Thankfully there are a ton of gems in the Indie and AA space. If it weren't for them, I think I would have stopped playing games years ago.
The AI in this game is so cool. The way you can see/hear the enemies talking to each other blew me away, and how they acknowledge when they're alone or the last one in their squad is really immersive. Before I even read the store page description saying it was FEAR inspired I was thinking yeah.. this reminds me of FEAR.
My most played game is HUNT:Showdown. That game has the best audo design and engineering in existence. Selaco makes me feel right at home, with footsteps and sound cues.