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Trial of Air - Both multiple jump paths that tightly corkscrew up large stalactite shaped structures have air paths running opposite the direction one is intended to go. There is no technique or skill that guarantees a jump will make it to the ledge in front of the kid in a game that chooses the angle and vector of the jump at varying quantities beyond the player's control. Also, the air powered jumps have no guarantee that you will get enough thrust to get to the next platform. The final jump even makes the kid instantly fly diagonally backwards and down where they would otherwise make the jump unhindered. There are no visible wind streaks in this part of the air to indicate this would be expected to happen, lighting the candles the first time does not guarantee enough thrust, and one has to make 2 jumps in a row. This level is by far the most offensive part of the game. One would be inclined to think that devs gave up half way and created the crosswind visuals to hide the fact and blame any failures on skill. Yes, the community knows these exact details. No, there have been no improvements since implementation.
Trial of Water - Jumping up a knee high ledge or down to a platform from high up does not guarantee the kid will be given the vector to make it. This is in a level where one is expected to wait until there is a window to proceed and make it to the next goal before the window ends. In a fair level, mistakes would cause delays and momentary failures, but these are mistakes on the player's part only because they have a reasonable expectation that jumping will be as high and as far as it had been achieved in the past.
Sliding Race - 3/4 of the paths to collect light fragments penalize the player by slowing them to an unsatisfactory crawl. This even stops the kid when they try to slide over a ledge, but there is not a single path that gives a kid enough momentum. There is a way to unsatisfactorily hop repeatedly in these areas to maintain a painfully slow speed past this not fun obstacle.
Crescent Oasis - There is a curved underwater tunnel with a tide that gets you caught on a ledge half way through. There is no swimming out of this. There is no flying out of this. You just quit the game or drown.
It would be nice to be able to bind the camera from sky or a screenshot feature to my controller so i can save photos like other games or like sky mobile. I notice taking computer scan screenshots are buggy and always multiple frames behind.
So far, the controls are okay, I'm probably having a better time with controller than keyboard tho. Can we have an option for the player's viewer camera thingy that's more dynamic so its easier to control movement with both mouse and keyboard.
this seems to be a common player issue, I am also finding my camera automatically readjust to unknown random objectives when I wish it least. Also, i feel like my inputs are not counting sometimes. Like it is not recognised by the game (?) most common example, idle character, candle is not burning things, having to reload game for this sort of stuff.
also, would very much appreciate an option to bind screenshots.
Previously, setting one Ctrl button keybound both of them, but now I can't do anything with the right Ctrl button at all. I can bind the left Ctrl button, but I can't do anything with the right CTRL button.
Sometimes It's pretty hard to steer as freely as I'd like in comparison to the console version when I'm flying with open wings (especially in the wind paths, of course I'm aware It's supposed to be harder to fly in those, but I still found it wayyyy more challenging than on controller).
Overall I'm really enjoying the PC version and I'm very excited to see the game grow :>
Also the minigame in instrumental room, specifically the bell has wrong key placement, needs to be fixed.
Mouse and keyboard operations seem to be easier to get started with and reduce accidental touches compared to mobile phones, but they also have fewer possibilities for interaction. The lower limit is higher, but the upper limit is also lower, especially in the case of conflicts between interactive buttons. Moreover, for flight skills, keyboard and mouse seem unable to simulate the spiral turn flight operation achieved through rapid sliding on mobile phones, which greatly affects aspects such as running maps and taming dragons,
这次更新感觉变得更容易串线了,QAQ,好友之间勉强可以,但是孤狼做多人任务(没错,说的就是你,重组季4人任务)变得超级困难。身边的陌生人似乎不会停留超过30秒,孤独侵袭了我。希望可以优化,谢谢。
This update feels like it has become easier to cross lines, QAQ, and friends can barely do it, but it's super difficult for Lone Wolf to do multiplayer tasks (yes, it's you, the four person task in the restructuring season). Strangers around me don't seem to stay for more than 30 seconds, and loneliness invades me. I hope it can be optimized, thank you.
对于旋转,按住飞行模式更改按钮并使用方向键。
This seems to have become a problem since the last update.
If I have someone piggybacking, whenever I approach darkness to melt it, the focus 'F' seems to ALWAYS snap to the friend on my shoulders, making melting darkness a non-fun mini-game.
I either have to shift+lmb the darkness marker, or hit 'F' twice, opening the friends menu, then melting the darkness, which then means I also have to esc/lmb a blank area to remove the friendship menu.
Either way, it's a PITA :p
EDIT: This also seemingly counts for the campfire wax balls, and ALL candles :(
...and spirit gates.