KLETKA
 Тази тема е прикачена, така че сигурно е важна
Feedback & Balance
We’d love to hear any feedback you have!
Also feel free to share your thoughts or discuss the game’s balance and difficulty here.
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Показване на 31-45 от 50 коментара
ln404  [разработчик] 20 дек. 2024 в 15:56 
Първоначално публикувано от Mr. Hat:
i dunno if anyone said this but jumping while sprinting feels really weird
you run fast but when you jump - your velocity becomes slower, at level of walking speed and its very noticeable. idk yet if game got parkour parts but it might ruin things a bit (at least because it gives fake sense of some jumps being possible at wrong timing)
Noted! Thanks!
oh. and also a little question, rather than a feedback
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
ln404  [разработчик] 20 дек. 2024 в 19:36 
Първоначално публикувано от Mr. Hat:
oh. and also a little question, rather than a feedback
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
hmm yeap that makes sense! I'll change it!
After playing through and finishing it with a group of four, we had a pretty good time, but so far it doesn't feel different *enough* from the demo.

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.
ln404  [разработчик] 21 дек. 2024 в 22:29 
Първоначално публикувано от DestinedCruz:
After playing through and finishing it with a group of four, we had a pretty good time, but so far it doesn't feel different *enough* from the demo.

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!
Предложения скорее на тему редизайна, нежели как нововведения:
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
Just because I saw the Twin Peaks reference, I would totally love to have a dance emote that's similar to The Arm's dance. 👁
I'm not sure what the deal is, but we have a friend who on multiple laptops, can't seem to run the game at ALL without a dedicated graphics card, though has not had this level of issue with some other games. No Geforce now integration means we can't do it through there either. wondering what the deal with the optimization is, that it runs fine until we call in the Kletka and then it lags out to crash on laptop?
Първоначално публикувано от ln404:
We’d love to hear any feedback you have!
Also feel free to share your thoughts or discuss the game’s balance and difficulty here.
The biggest issue I've really come across so far is the priority to revive the most recent person who has died. It needs to prioritize the person who has been dead the longest , otherwise they sit there never being able to play the game, which is EXTREMELY frustrating.
Revive priority, please! We had a game about a day or two ago where one of our friends died around floor 50, and had a few people die after her, and she was the last person revived. She sat out literally half the game all the way up to the boss fight, and never got to play because everyone but her got revived with all of our bottles.
ln404  [разработчик] 30 дек. 2024 в 2:21 
Първоначално публикувано от Trickster's Slut:
Revive priority, please! We had a game about a day or two ago where one of our friends died around floor 50, and had a few people die after her, and she was the last person revived. She sat out literally half the game all the way up to the boss fight, and never got to play because everyone but her got revived with all of our bottles.
yes! It's already in beta branch and new update with fixed revive is coming in a day or two.
I'll keep it short and simple so I don't add too much to the clutter I'm sure you're receiving:

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 :)
Последно редактиран от [BOT] HOFFMAN; 31 дек. 2024 в 13:09
Revive Priority sounds nice, but can there be a mode with much cheaper, if not free, revives? I'd rather play the game with my friends and have a laugh than be dead.
Also, opening doors is just too slow. Its egregiously boring, especially when multiple people are dead so suddenly we have one person laboriously opening a door intended for 6 people. If it scaled for how many players were alive, that'd be fine.
So we beat the game and we have a couple of things that we discussed we think could be adjusted.

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
Последно редактиран от RG | _TheDevil_; 7 ян. в 2:23
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Дата на публикуване: 13 дек. 2024 в 2:50
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