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is it normal the eyeroller got "two sided" (iris on opposite sides) texture? would be cooler if eyeball was one sided. had fun playing with this lil thing around but it having two irises grosses out in a bad way
Personally, I think the biome change comes a bit too far into the run, I'm not sure what exactly you have planned for the future, but I feel like a change of scenery at floor 30 and then floor 60 might be a good idea. In our run we spent the first 40 floors pretty starved for resources and had to make frequent stops, which made it feel like it took absolutely forever to get through the Residential bloc, though the Factory was resource rich and a more entertaining experience with more fun exploration and new interesting threats (the flamethrower faker is fantastic).
Anomaly/bonus floors are where the real interesting parts of this game are, finding the Maxwell floor in the demo was a treat, the new backrooms redesign and door maze floors are great, and the Space Worm was a wonderfully terrifying surprise. I'd love to see more wacky stuff like that more often.
The Chillblain floor is sick and always welcome, maybe mix up the music though, unless the intent is to make me go crazy from the repetition.
As other people have mentioned, the enemies feel a bit samey and for the most part non-threatening outside of the doppelganger with the flamethrower. Worms are definitely a different and interesting threat by comparison, but encountering one is basically the same as hearing the rumble of the Samosbor before it hits: leave immediately.
I don't understand the complaint about the generators in the Factory. I think they're great and add a nice bit of engagement later on, using the excess cans of fuel to keep the lights on is a nice touch. Also not sure why people are complaining about the lack of fuel by that point, those Factory maps are stacked with cans.
Late game revive costs might need to be tweaked a bit, early on things never felt too rough but by the last few stops we were waiting 10+ minutes to bring somebody back.
Overall I love the direction the game seems to be going! I can't wait to see what's in store for the future.
With next biome we gonna change biomes every 30-40 floors! that's right!
1. ЧАЙНЫЙ ГРИБ. Может работать или как аналог розового гриба с некоторыми изменениями, либо его замена. Но т.к в игре и так уже есть две банки, можно например заменить банку для воскрешения на стеклянный бутыль самогона (который визуально вполне работает как более мощная "фляга")
2. Аналогично красной шестерёнке для клети, можно сделать персональное улучшение для радара - самодельная тв-антенна. Та что на бабочку похожа, огромная такая. Синей изолентой можно бустить бензобак (логично - как-то ведь при улучшении он начинает терять меньше топлива при работе).
3. Бусты для персонажа: В игре есть буст макс.хп и фонарика, но нет всего остального. Простор для фантазии большой - эспандер для повышения силы, сифон для повышения скорости, кастрюля с горячей картошкой для постоянного снижения получаемого урона (иммунитет, все дела). Как и со шприцем - встречается редко, бустит скромно, но всё же бустит
Звучит глупо, но аутентично. Да и разнообразия в исследование может добавить
Please consider enabling sound occlusion, which would muffle sound sources through walls.
I can tell this game uses Unreal, and enabling audio occlusion in Unreal is really easy to set up. It's as easy as simply going to the Attenuation settings for the sounds you use, and selecting "Enable Occlusion". Set the Trace Channel to whatever collision channel the world geometry uses (presumably WorldStatic), Lower the Low Pass Filter Frequency to something like 400, and that's it! Here's a link to an Unreal forum post about it with additional info. [forums.unrealengine.com]
I feel confident muffled audio through walls would provide a tremendous amount of immersion and humor to the game. Consider playing around with this engine feature to see if it improves the ingame experience.
Otherwise good job on the awesome game, having a great time :)
First of all, Sewers should either be a common occuring biome or because they feel too open maybe add a giant enemy that roams them, like a gaint rat or something that you have to avoid or would have a hard time killing. Also some sewer based items, if there's none, because we didn't find one.
Worms are too difficult and chaotic, it feels like there's no specific way you can kill them it's just praying they wont hit you and just get stuck on something, we still dont know how they attack or when they get stuck.
And please for the love of god do something about the crawling guys with the mine on the back. The idea is amazing but I've tried to detonate the mine using snowballs or bottles about 8 different times and could never activate it. It's frustrating because if this doesnt work then either you have to kill it the boring way with hand going in circles for a minute or you are definetly gonna take damage
Another thing is about the kletka, it doesn't feel necessary to feed her. We from time to time gave it some meat and we didn't bother at all. I feel like there should be some information, some indicator that it's important to feed her. And make it more strict, add some "quota" you have to feed it, you know something like 20 meat points every 10 floors or something, because when you give it meat and it tells you that you feed it +3 or +7, it doesn't mean anything for now.
So those are basically our thoughts, but the game overall is great