Rogue Loops
11 апр в 20:28
Крупное обновление: новое дерево умений, Петля Базар и улучшения геймпада
Полная информация о событии здесь:
https://steamcommunity.com/ogg/3275010/announcements/detail/573753783490708411
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Сообщения 1617 из 17
Please make sure to add support for Traditional Chinese, the language used in Taiwan.
Автор сообщения: La
Автор сообщения: iNterp
Still no excuse to release this for double the price of Death Must Die. This should have been done months ago. If it takes you only a few days to completely "revamp" and "rework" the passive tree, I dont even wanna know what's in it lol

Автор сообщения: Get_voice
So basically you had an early access release without calling it that. Not cool.

99% of time I don't touch games in early access and wait until 1.0. I liked your game but it felt too undercooked for 1.0. I would refunded it and maybe buy again in a half a year or so after all the updates and fixed.

Totally understand your frustration. This is our first game, and we’ve realized that some things we thought would be enough were actually missing. It’s been a learning experience for us, and we’re truly sorry for the disappointment we caused on your side.
We didn’t catch these balance and late game issues during our playtests with over 500 players, but that’s on us.
Thanks so much for your feedback — we really appreciate it.

This reminds me of Dark Deity 1's release, Developer (lack of) interaction with community. No Man's Sky: Rougelite edition here we go again. Then again, I bought it on the recommendation of 1.0 release from a channel dedicated to indie single-player games, and I was at a point in my mental state where I was just looking for anything to satiate my StS hunger, so upon regaining self-awareness & pro-consumer interest, This was yet another hasty decision to drop cash on yet another unfinished product.

You know what you should have needed & done? A visibly public roadmap, with links from the storepage. Actually, all studios should do that, especially the non-crowdfunded ones. That will hold you accountable and ensure that before every customer purchase, they know exactly what other players & backers are expecting out of your progress


"Death must die is a horde survivor like while this one is more of an action rpg. It has way more button inputs, skill shots and timing which you have to do manually unlike in survivor-likes where combat is automated and you just run around and dodge."

Thanks for explaining the difference, I've never heard of Death Must Die, so had no idea what iNterp was referencing.

"- You took absolutely no effort to give the Wishing Well any depth from the beginning. 500 Playtesters said "yeah those +1 Damage Attributes are absolutely great" ? No they didn't. The entirety of the Wishing Well took you an hour to make at best.

- You copied the Boss from Ravenswatch 1:1 and put it as your own 3rd Boss. It's ridiculous that you basically just changed the model of the boss a bit.

- Characters max out at Level 15 and all you get is upgrading your Rightclick for a few times, but then every character has healing as their fourth and last upgrade??? Yeah crazy variety."

True dat.
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Сообщения 1617 из 17
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