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번역 관련 문제 보고
I have several thoughts on this, but I don't think I can adjust it for this game without overhauling the entire game. At this point, that is not a reasonable option. I think the best thing to do is finish this game and remember the lessons learned and make my next game better.
I absolutely think, especially if you bought it early on for $8.99, this is a pretty solid game for the price. I have played several Indy games since I started this journey and have been very surprised at how little content or small the game play loops are. Even now at $12.99, there are many hours of content. I’m sure I’m bias, but more than I have seen for similar games.
Could it be better, of course I think any game Dev would say that about their game.
I know you have been involved with the community for a long time and I appreciate the support and criticism. I am bummed you feel that way, but I respect your opinion. I hope you stay in touch and keep me updated on your thoughts for the remainder of this ride and on future projects!
It also mimics what we feel is a "ghost hunting" experience, where you can entice a reaction by speaking and stuff, but otherwise you are trying to "capture the ghost on camera/audio", which entails waiting for it to do something.
Getting that feeling through the various tools is exactly what I find fun about this game. It feels like an immersive game (not immersive sim), more than a game that is focused on challenges, puzzles and scores. I use the paravox because it's fun to get responses and get lore hints behind the ghost, not because my score goes up at the end of the mission.
In this way, it definitely feels different from Phasmophobia or the other games that came from this genre. More emphasis on the immersion and lore, than complex investigative puzzle solving.
This game hits different, similar to how walking simulators have a divided audience. Even if you get it, it might not be what you were looking for, and that's understandable.
Although some tweaks to equipment as mentioned could be warranted (like the laser pen and emf pod ranges). The battery usage is fine I think though.. the risk for being on top of a manifesting ghost to get evidence is balanced by quicker battery drain (the only instant drain is demon attacks).
So yeah, don't take the criticism above too close to heart. Not every project goes the way we want it to go. I'm sure your next game will be even better, and you'll put to use everything you've learned in making CSPPI.
Take tool, use tool get result as fast as possible and ♥♥♥♥ outta there. Thats how most of them feel right now.
Looking at Phasmo for example, a great game, by now you don't even need the tools anymore to get the needed evidence.
You jumpstart a hunt and with that get a lot of information what the ghost is - turn around a leave. There are players that finish matches in seconds.
Sure if you want to do the sidejobs you need the tools, but more then often its more effective to start a new game then hang around for several more minutes.
This game, at least how it feels for me, wants to tell more the stories and for this I think this slower approach works better with it.
And with that it also feels more "realistic". Its not nonstop ghost jumping in your face, nonstop events happening around you, nonstop running around or away from ghosts. Jumpscare here, shout there, just go go go the whole time.
Its different. More somber.
Maybe more puzzles could be build into the next game. Hints you get from Ghosts that you can use for exmaple a location of a key to a locked door. Or information about a hidden door with evidence.
Evidence you find that you can directly question the ghost about.
Or maybe leads to other ghosts on other maps.
But I don't think to make it more "directly controlled" with immediate results, would make it necessarily a better game.
Just my 2 cents - not talking for the developer or against the OP.