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
Can you shed more light on the levels generation. Is it procedurally generated rooms or hand made? If hand made is there good variety or is it lacking? Do enemy placement feel random or hand placed as well?
"I have played a lot and enemy placement is either randomized or it 100% feels like it. I have a VERY low tolerance for repetition in games (same story, same unlocks, same parkour fillers, same enemy placement, etc.). You have a bunch of enemies in an arena, where you move a lot and fast, and they move accordingly. They may technically share spawn points between them, and you will not have enemies from biome X in biome Y, evidently. No 2 runs of the same level feels the same. In fact, besides the yellow armour pickup which I kind of feel I should to learn its location for next run, combat is very varied and encounters always unique.
I have a very memorable run in a particular room with a ton of drones and I could actually stay in the air killing them and grappling to the next for minutes (cause it was fun, I had to finish of the last ground enemy for them to stop spawning). Otherwise, each time I'm in that same room, something different happens. I have steamrolled it, and I have been killed in it.
You know, if you have played RoboQuest, it might be the same thing. Are enemies the same in all rooms? Probably yeah, with the occasional elite or other small variations, and yet it surely does not get repetitive like a slower, non-roguelite, campaign game would."