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To start, there already some of my reports on this discussion: https://steamcommunity.com/app/3031890/discussions/0/603016959722794674/
Additionally, i want to ask about:
- Those combos counter, it somehow count hits not by 1 but by 2 of 3.
- Finisher attack sometimes resets combo, as some animations need some time to hit.
- Mountings really need some works, as mentioned here: https://steamcommunity.com/app/3031890/discussions/0/7051042646089805277/
for my PC specs:
- OS Name Microsoft Windows 11 Home
- System Type x64-based PC
- Processor Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz, 2904 Mhz, 6 Core(s), 12 Logical Processor(s)
- RAM 16.0 GB (8x2)
- Graphic Card NVIDIA GeForce GTX 1630
- Controller T3 (wired)
But, skill tree GUI is bugged as you opens it then press start, it won't get off your screen until you restart the level.
Jagal's shortcut is still accessible. (You can get on top of roof by first red door)
Also, is we suppose to be able to access start menu from our home now? if so, restarting the level will makes you went to main menu instead.
Forgot to mention this one before, but does we suppose to auto grab weapons as we roll on to them?
You can get out from Rooftop Arena: https://steamcommunity.com/sharedfiles/filedetails/?id=3390065353
I will explore more with this new update. :D
Thank you for checking! Appreciate it. We'll fix it right away :)
Additionally, navigating the skill tree on controller is a bit awkward. If you press pause while in the skill tree, gameplay will resume, but the skill tree menu will still be on-screen.
Really good update though, I like the updated HUD and animations.
Ahh right .. I forgot to add death zone on that arena. Thanks for pointing that out, will fix that tomorrow.
Ah i see. I'll make sure the interact button is disabled when opening a menu. Thanks for pointing that out :)
Also, when you barely dodge an attack, your health didn't decrease but your stamina does. Kinda counter intuitive, you get punished when doing last-second dodge.
V.0.8.7
*p.s: perhaps we need to include which version our report are in, since it might already been patched on later version.
Damn, I was just about to check on that bug. Why is Jagal suddenly invisible? Thanks for finding the cause, haha. I’ll fix it right away!
I usually don't post any comments about thoughts or suggestions as they usually fall on deaf ears, but I'm hoping these will help with the development and launch of the game.
First of all, let me just say that when I heard that this game was made by Indonesian developers, my initial reaction was "Wow, this is just like 'The Raid'." I'm a big Iko Uwais fan, so kudos to all of you.
When I learned of the update version 0.8.7 from your YouTube channel on Monday, 12/23, and decided to try it immediately. Last night, I finally got the Mark of the Devil Achievement, but I think I must have played through three different versions of the recent update.
As I've mentioned, I decided to try the update immediately, however, there didn't seem to be an update as the Steam didn't request me to update the files, so I just played the demo. I knew it was "updated" because the new game play mechanics were in available.
In this version, enemies that were attacking were highlighted in red and and enemies that were low on health were you can perform the finisher were highlighted in yellow. My first criticism was using a red outline to visually attacking opponents, as several areas of the arenas have red light, which virtually made the outline indistinguishable, luckily the keystroke prompts were still in place, so it helped having that visual cue when in that situation. The difficulty seemed to have been increased slightly as well (more on this later.)
It was also here that I had missed the Mark of the Devil Achievement...by one.
https://steamcommunity.com/sharedfiles/filedetails/?id=3391197323
Later during the same day, after taking a break, Steam requested me to update the files. The immediate thing I noticed off the bat was the prompts were removed. This made the arena fights much more difficult, because again, the red light, combined with the red highlights meant I was getting hit more often. It began feeling a little cheap, I had to take the extra time to say in areas of the arena where there was no red lighting.
It was also when I got to around 530 enemies down when they just stopped spawning and even the music stopped. Needless to say, I was very frustrated. Decided to stop playing until the next day.
Now, its early Tuesday, 12/24 and decided to try and verify the files, which did something. In this version, the key prompts were still gone, but the highlighted colors changed. Attacking characters were in yellow and characters that you could perform a finisher were highlighted in white. The game also seemed a bit easier for some reason and it was then I was able to get the final Mark of the Devil Achievement.
So after all of that, here are my thoughts and takeaways from the latest version.
1.) The main character, Hendra. I appreciate the route you took in designing the main character, especially as a person of Southeast Asian decent. I know a lot of people complained about how Hendra's body anatomy/musculature wasn't to their liking, but to me, I felt how he looked represented a good majority of people from that area of the world. Most Southeast Asians don't have those perfect, V-shaped physiques that you see all the time in video games and movies. I was a little worried when you had mentioned that you would update his body, but I'm glad that the changes made were more subtle than drastic. I'm sure you know this already, but some of the undershirts and shoes are cropping into the body, so I would take a look into fixing those. I would also like to suggest perhaps the options to change into various hairstyles? Some of the new enemy mobs have some neat hairstyles that I think would look great on Hendra.
2.) Enemy Mechanics. It seems this new version has more aggressive opponents. I'm fine with this, but what is especially sticks out is that after countering some enemies, they immediately go in for another attack. In this case, there is very little time to counter this, because you're trying to apply pressure back the person I was originally attacking and I get either punched in the back of the head or get kicked in the back of the ribs. I would be okay Hendra could counter again, but as mentioned before, you either have no time to react or you do react and press the counter button, only for nothing to happen. My suggestions would be perhaps a five second cool-down window before they can attack again if countered.
3.) New Fighting Mechanics. The new fight animations are great, and overall seem more fluid. However, there are some strange discrepancies. For example, the Neck Snapper move, which I believe is RB(tap), then RB(hold), doesn't always produce this move. Sometimes, I'll get the Body Twister or even Aerial Vortex animation instead.
I believe the problem might stem from the new Superman punch / tornado kick moves, which to this moment, I'm not quite sure how they are supposed to be executed. I've have gotten them more consistently by quickly double-tapping the left or right mouse button while moving forward, but I'm not sure. I don't know if the game is considering it as one of moves in the input sequence or not.
I will say that the floor sweep and knee moves that require the shift button are MUCH more difficult to execute consistently, compared to the prior version. Trying to execute these moves either does nothing or executes the Superman punch or tornado kick. This, in combination with what I mentioned in topic #2, made taking hits feel cheap, rather than, 'yeah, I messed up that input.' I try to clear crowds with that sweep, but not having it execute equals Hendra getting squashed.
Now, this suggestions might be just me, but I feel the finisher should be its own button, rather than both mouse buttons, can't tell you how many times I missed the finisher because I either punched or kicked the enemy dead. Maybe mapped to to 'C' or 'V'?
4) Countering Mechanic. It seems like certain situations briefly disable this. Doing some of the new combos seem to prevent you from countering. Picking up weapons, using the F key, definitely disables the countering mechanic even until a few seconds after picking it up. In a game where this feels like a core mechanic, its needs to be flushed out a little more. Obviously we don't want to just spam it, but there have been many times where I see the incoming hit and I press the counter button, only for Hendra to do nothing and take the hit.
Continuing with this notion that countering is a core mechanic, I really think that counting (both performing counters, as well as being countered) should chip away at health, rather then just draining stamina meter.
5) User Interface. I don't know if it was intended, but after verifying files, there are still no keystroke prompts for countering attacks or finishing off opponents. I've gotten used to it already, but your video on YouTube still had them showing. I couldn't find anything in the options menu to toggle them on/off. Since I don't know what is the intended version, I would highly suggest doing away with the with the red enemy highlights to signify countering opportunities due to the fact that red lighting atmosphere is heavily used, especially if there aren't going to be any keystroke prompts. The latest "version" I'm playing has yellow highlights for signify countering opportunities, so I would keep this. I also noticed that their "stun meter" (?) that fills up to execute finishers is no longer visible in the third version I've played. Again, I'm not sure, but in the video on YouTube, they were still there.
To echo many other players, custom button mapping would be of benefit. For me, the one mechanic/keystroke that I constantly confuse is the dodge/roll mechanics, which in most games I've played is usually the left shift key, but having it on the space bar throws me off, because that is usually for jumping. Again, this is a 'me' situation, but having that option would be great.
Overall, keep up the great work and I look forward to more updates.
Also you can enter wardrobe now? or am i the one who doesn't know it.
there is a bug in the factory rooftop arena, if two enemies fall from above, the enemies stop spawning.
https://youtu.be/bpQEkiR1ceI
that's all thank you dev.
Also, i recently just got Jagal's to became passive again, but still unsure why it happens. I got the record tho, and will try to analyze it further first.
Edit: Apparently, there's another bug which let you shoot with any weapon, to trigger it you need to first throw your gun, then quickly hold the strife button. The downside is, you cannot punch, throw, and roll, but still can kick, and your weapon damage will be based on your last gun. But, do you do a kick before grabbing any weapon, you can run like normal and will only shoot when you press strife button. (perhaps it can be pretty broken in arena)
Here's how to vid: https://youtu.be/1RE7cVNKVWI?si=8QZ_aEf0EsIIrC5Z
*Edit: While exploring around Factory Rooftop Arena, i noticed something flying on the sky. As i approach it, turns out it is a plain cube object. I tried to interact with it, but went slightly too high, so best i can do is to screencapture it instead.
https://steamcommunity.com/sharedfiles/filedetails/?id=3403041128
https://steamcommunity.com/sharedfiles/filedetails/?id=3403041364