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Thanks for the quick response!
The second stage with the hallway fight against the giant crawling skeleton dude and also the second stage with the mage who moves around in a small room and shoots fireballs. It's pretty unreliable on those two for me.
I'm not sure if it's happening on stages 3 and 4 as well because I haven't played those yet.
While I have you here, I really do appreciate the accessibility options you've provided, but I think there's still room for improvement there. I don't have "hide enemy outlines" selected, but the only enemies who seem to be outlined are the stronger ones, meaning people like me who have vision issues are gonna be accidentally running into enemies they don't see quite a bit. My suggestion here is to include an option where everything that can do damage to a player is the same bright color, and maybe also allow the color to be selected by the player because of color blindness issues. It would also be nice to be able to adjust the opacity of that, but just having it in the first place would make a world of difference for those of us who can't really fully see what's going on at the moment onscreen <3
As for accessibility: I'll add to our feedback list and see what we can do once I get some time to look into the shader setup of the enemies and related code.
Thanks! :)
1 (top layer, always visible)- Enemy projectiles, trap pressure plates, things of that nature
2- Boss enemies
3- Elite enemies and very small beneficial pickups
4- Normal enemies
5- Breakables like barrels and chests, larger beneficial pickups, mimics might go here or might go higher
6- Minions
7- The player
8- Terrain, though terrain that is also a trap (such as plates that indicate they are about to spit out fire and then do so) would have some indication on layer 1 so it's always noticeable
As for the other suggestion: I'm going to look into it this afternoon. It's on my list.
Thanks for looking into this! Not sure what to say. Skeleton count was at max but they definitely weren't where they should've been, and having them all expire at the same time when they were raised at different times seems unlikely to me given my current understanding of how things work. I'm assuming there's some factor at play that I'm not aware of, and another thing to consider is that while it did happen to me fairly consistently, I also haven't played that stage nearly as much as testers have, so if it's happening to me with my smaller sample size and not to them with their larger one and not to you testing it recently, it's gotta be some specific me-thing. I have managed to get max skeletons up to 10 most of those times if maybe that's related?
As a suggestion for a bandaid fix since I dunno how to narrow this down further, maybe something for friendly pets where if range from player exceeds a certain amount they teleport right back to the player and it checks every 20 seconds or so maybe, with the range being a full screen and a half which is a distance they don't seem to achieve on their own?
For what it's worth, I have played a LOT of games as a necromancer because that's my jam, and damn near every one of them has had some sort of issue with pets, be it teleportation issues, despawning issues, pathing issues, skill trigger issues, it's CURSED! Indie devs, AAA devs, in between those bones have a malevolent will of their own! >.<'
No problem! :)