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A lot of the points you made seem to relate to a non-reactive input and performance. That is not intended behavior of the game.
I'm using a pretty lo-spec notebbook here and it runs fine when it's plugged in and is set to performance mode. I have encountered some performance issues that are processor/game engine specific. Some processors (especially notebooks) go into a 'sleep mode' for a few milliseconds if it doesn't have anything to do and that may screw up the framerate and can cause input delays. I can do some more research on this issue. If it is the so called 'sleep margin' then I can turn it up to make sure that the processor is always active, but that drains battery life (power consumption). Funny enough but if you open a chrome browser in the background sometimes that stops the processor from going to sleep. So in that case the issue is not that the game were to demanding, it's rather the opposite.
Please let me know if you are using a notebook and if it is set to performance mode and plugged in. I can try my best but some things are engine or processor related and I have no control over those things. Anyway, sorry if these performance issues ruined the experience for you.
I get the point you made on the death count, it was a feature I had to display some information and it doesn't have any reason beyond information like playtime. Was thinking about making achievements but then trashed that idea.
About point 12: I've said it a few times and it is in the description of the game: This is not a copy of old games. I was inspired by them, so it radiates the 'feel or vibe' of those games but the gameplay was intended to be experimental and 'far-out'. I tried a lot of concepts to see what works and what doesn't. I am still learning and I have no team of 'professional' testers. I'm a single person so the only feedback I get is when things don't work.
I'm doing my best to improve and am working on an remastered version that uses a newer game engine and has a lot of changes (is basically a whole new game).
Kind regards,
James
The AI behavior is extremely erratic.
I appreciate your polite response. I was more than a little heated after a lot of what I was experiencing. I know from experience what it's like to get a hot headed review. I sometimes get abrasive when I experience some of these issues.
I highly suggest you revamp the death counter, because it comes off more as a slap in the face than something useful. Unless you want to get into a real death count table, so people can do actual comparisons, saving certain playthroughs while abandoning others. One of the earliest versions of a death counter I can remember is Dungeon Hack on DOS, and that one was a little bit more expansive than the one you have in this game. By that I mean death counters should serve some actionable purpose, and even Dungeon Hack had a serviceable counter.
I understand you're just copying a style, but there's a reason a standard developed in that era. Instructions exist for some fundamental reasons. Today, instructions take place more as tutorials than as guides. Hell, back in Super Metroid and Mega Man X you had language neutral tutorials in terms of the Attraction Screens/Demos that would often not just tell you how to explore but also what was important to consider in that exploration.
If you are actually interested in a report and suggested changes/approaches, I can privately prepare a document to that effect and send it to you. I actually design and analyze games. Depending on how serious and indepth you want the report we could work something out :)