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Pity. Every time I've died so far, it's been to the timer. I did manage to make it up to the British floor of the building, largely by not screwing up the Miss Ion, but it's still... I don't know, bothersome. Oh, well - it is what it is, I guess.
Also, if you're always losing to the timer, then I think that's kind of the point of it. You're not playing aggressive enough to get hurt. Dive into the fire, take damage saving a life, or take damage just keeping the electrical fires from spreading again. Sometimes it's a good trade off to give up a heart to clear a difficult room more quickly. The timer forces you to learn to tackle tough rooms aggressively enough to get them under control before they respread or you run out of water and have to run back.
Keep at it, once you get good, it's very rewarding!
The game does a HORRIBLE job of explaining this to me, so I have to ask - what do you mean? What do I carry from run to run? Because from my perspective, I'm making no progress at all. I've only been given the "buy upgrade" screen once despite making it all the way up to the chemical laboratories (so I guess that's what the gas mask is for), and the one time I got to shop like this was right after I started. Are you saying I get to keep the "larger tank" upgrades and such?
I understand that this a "Rogue Lite" game and it wants me to discover what items do on my own. I don't agree, but I understand it. But not explaining the meta-game aspect of what exactly my progress means seems awkward. I keep earning upgrade tokens. I think I must have attained 20 of them by now, but I have no idea how to use them. If I could make my subsequent runs easier, then you're absolutely right that I'll do better on the timer, but that doesn't seem to be happening.
You're talking about speedrunning, essentially. I tend to not find speed-running rewarding on the grand scheme of things. More often than not, it forces me to play foolishly and waste my resources. Yes, it's easy to suggest that I should lose hearts and toss my water bombs to clear a difficult room, but the game isn't exactly generous with either and that just leaves me running on empty and taking a lot more time because I lack those resources when I really need them.
More often than not, I lose to the timer because the game spawns people on the far side of a room where I simply can't get to them before they burn, and it hasn't seen it fit to bless me with a defibrilator by this point. When Miss Ion dies before I even knew she existed, I pretty much know that run's ending short - she gives me 60 extra seconds twice for not that much of a time investment.
It might help if I could upgrade my character between runs, but I've not found a way to do that.
I know if you feel like it's a 'speed run' because of the pressure of the timer, but once you get a few upgrades under your belt, the pressure really lets off. As far as the upgrade screen goes, I feel like there are a couple of crucial upgrades that make a big difference to making it through a full run. There is an upgrade to increase your chance of finding items (search opportunities). This will lead to you finding extra hearts, 30 second bonus timers, and more water grenades than you can find a use for. Secondly, there's an upgrade that increases your resistance to fire. It won't take long before sacrificing a heart is trivial because on most levels you're saving the cat while already being at full health.
The upgrades make a big difference, and as you start to save people more easily, you'll find you have lots of time to spare; I think on my last run I had around 19 minutes banked at one point.
Most of your other concerns get mitigated by items you pick up during a run. There is a little bit of luck involved with having the shop keeper offer stuff you want, but a few items, each on their own, significantly improve your ability to clear levels efficiently.
Personally, my top 5 items, in order are:
1. Super Hose (man, this thing is amazing)
2. Large Tank
3. Speed Boots (in later levels, they're very helpful with doing Miss Ion's quests)
4. Heartbeat sensor (at the start of the level you'll know exactly where Miss Ion is)
5. Super Extinguisher
Obviously the defib is very useful, but it's also situational. I find that I rarely lose an NPC, and even if I do, it doesn't really impact my success. Losing Miss Ion is annoying though, but again, rare that I lose her.
As things stand, I'm hoping they'll add higher difficulty settings.
I'll try to kill myself and see if that helps.
Fire proof helps, though. Being able to not die so quickly has allowed me to wade into the fire with more confidence and rescue people a lot more often. It's also made fighting the fire faster since I don't worry about hanging back as much. But my god, the electrical fires in the science wing are just EVIL... Can't imagine how sinister the factory's going to be.