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- I love the fact we get to replay through the levels, but I wish there would be a better order to know which to play first, second, third... maybe we can get a menu to select them instead of walking to the cells? Alternatively, we could get a number above the percentage, in the poster near each cell representing the levels.
- I think there could be more enemy variety in the trenches *specifically*, when you reach that part it seemed like the beginning of a new chapter, so it was a bit strange seeing the same city folk *zombie *men. I just think it would be cool if the *common* enemies could be replaced at times during the game, depending on the theme of the levels, it doesn't have to happen that often, it's just... if you have a military focused segment, then maybe we should be able to fight zombie soldiers or something like that. :Zombie_Face:
- We need options to activate the madness meter, either it should trigger automatically when fully charged, or alternatively, we should be able to trigger it so it gets consumed in its entirely, not by segments.
- I think the story could be told in a much better way if you play it out through the levels, so instead of reading letters in the hub area, you just watch it unfold as you progress; similarly to how the game starts, you get from the asylum to the city, then to the cathedral, etc.
- I loved the fact that you kept the "Drunktard" as some sort of character, but maybe he could say some lines when approaching him in the hub area? Nothing too elaborate, just something to recognize him for, like the Resi 4 Merchant's "What are you buying?" line, for example.
My main critique is weapon unlocks are too expensive and grindy. After one playthrough I still had two weapons locked out (automatic pistol and rocket launcher) even finding some secret tokens. We will have to see how this scales with more weapons and levels being added of course but in the current state it just doesn't feel good to the player having to go back and collect tokens for weapons in this type of game like it's Call of Duty. In the first game you had access to all weapons in one playthrough (minus restrictions based off which skill path you go to) and that was a good thing. My suggestion would be to either lower the prices for weapons or increase tokens in later levels.
Game seems fun so far otherwise though, will have to play through again. Waiting for full release to decide how it holds up to the first one. Forgive me Father was my favorite FPS in recent years.
The main issue for me is the size of the arena you fight in, it's way too small on hard difficulty due to phase 3 having splash damage that covers the entire arena if 3 projectiles are fired, which leads to you having to tank the damage and kill the boss before he bleeds your HP away.
But at that point the player has already spent most of their best ammo and ammo re-spawns are slow considering how fast you need to be during this fight. It seems there are no health re-spawns(?) Which is fine if tanking damage wasn't mandatory.
Same could be said for phase 2, I don't know how you are suppose to avoid the homing projectiles in such a small arena when they are faster than your movement speed. I've tried running in circles alongside the outside border of the arena but the plant things will spawn and stop you in your tracks. It's bad enough that you constantly have to look up when fighting the boss and the ammo-plants blocking you along with the constant bombardment aren't making the fight fun. Should've settled for loose ammo spawns like the previous game tbh.
I don't really get the madness power in FMF2 and didn't really use them outside of the boss fight, I feel the power ups was better handled in the first game.
Some meta upgrades would be nice to see or have a gear slot similar to how weapons work in this game where you could choose between constant flashlight, bigger ammo pouch, 20+ armor slot etc.
But those are just my two cents.
There are no Randomizers or Mutators for Enemy Type Spawns, Unique Enemy Mechanics, or any kind of Adaptive Difficulty. The only Randomizer is for Health, Armor or Ammo Drops which are almost meaningless once you know the Map Layout. You can still kill most Enemies easily with the Axe or Knife.
The Game is really Easy. The Boss is just Bad and Lazy Design.
Give each Weapon Unique Upgrades or Traits that actually make a difference instead of just becoming Weapon Tier Overwrites. It's an Extremely Barebones FPS, that was ok when the first Doom ( 1993 ) launched but we are in 2023. Check what Selaco is doing. I know most People are lured by the Aesthetic ( including myself ) but cmon.
Maybe you should rework the Current System and add a Spell System like Clive Barker's Undying for Madness Mechanic instead of making it a Temporary Stat Boost, that would also solve stuff like "Unblockable/Unavoidable Projectiles" with a Shield/Reflect Spell and many other things. If there was a separate Haste Spell that would be able to counter a certain Ultra Fast Enemy Type/Boss, etc... Possibilities are Endless if done right.
The Performance Issues/Level of Optimization are obvious but expected in Early Access as always.
Btw, Vsync does work but as of this moment you have to force it through AMD Control Panel. The In-Game Setting is Broken.
Why would you want present a Level Completion Time as a count up?
I mean - sure, for secrets and enemies killed that's understandable - shows that you were that close. Yet sitting and watching how my timer counts up to 14:34 at a slow pace? Not that it bothers me that much, just why? :D
- Also - the flashlight is most likely WIP, as at times I run around for 10 minutes with illumination and all is bright, sometimes it lasts for 30-40 seconds. Most likely at some point the value of "isLit" is not reset, I dunno. + works extremely strange when in water. Hop in - dark, hop out-hop in - lit :D
- Enemy AI. Had multiple encounter of monsters "just chilling". E.g. 3 shooters on balcony in level 2 (before the drop to harbor). Landed 2 headshots before they even noticed.
So far - a great successor to the OG. Love it. Cheers!
Enjoyed the game, but these improvements would actually make it a good game for me. Thanks
Great visuals and audio design, which is to be expected. Some guns could sound a bit more punchy, but it's solid.
Level design is mostly improved over the first game. Still lots of cool set pieces, which again, was expected.
Performance could be better in some areas. I know that's on your radar.
The skills and unlocks system is a bit shallow IMO but that could feel better as more stuff is added.
I do not like the box flash on screen when I pick something up. I think this should overlap the black border and also be optional. It looks really bad on ultrawide because it is 16:9.
The double barrel feels too slow to be anything but a finisher, though it excels in that role.
The mortar is interesting. I feel like it should have more maximum range if aimed correctly. The rate of descending makes it feel like you're on Jupiter.
The dialogue audio wan't playing for me, there seemed to be little music, and a number of enemy groups would stand idle when I entered new rooms within the first level until I interacted with one of them (shooting them).
I had trouble knowing when I ran out of ammo on weapons at first, it took me a second to notice that the change in the cross hairs was an indicator of that.
I didn't touch anything in the options. I'm assuming the audio aspects are going to change through development, I only played through the first level and I don't plan on finishing the rest of the levels soon, since I want to wait for the best first experience I can get.
The super shotgun seem a bit underwhelming at times, maybe cause it was by design or im just suck at using it?