Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом


I find it very frustrating that the spheres produced after destroying enemy ships are auto-grabbed by the ship if I fly over them. This becomes increasinly frustrating at higher level or difficulty when I am trying to evade shots, ships and destroy them while ALSO having to try and evade the one thing thats supposed to aid me in this game. Inevitably what ends up happening as I am shooting at enemies I collect these spheres and they end up being shot at & blocking the nodes I was attempting to destroy.
More often than not I make little progress, negative progress, die OR I simply wait for the canisters to blow up the nodes. Obviously you don't want players just waiting around and constantly only using the canisters to destroy puzzle elements, I really think the auto-grab should be moved to a key press.
Its creating too much overlap and redundancy for me constantly mashing X to drop ♥♥♥♥ as I am fending off enemies. Adding 1 more button press in order to pickup items in the long run is going to save me hundreds of button presses by not having to constantly try and toss them behind me. I don't like it, I feel like I do not have complete control of what I am doing.
Otherwise it is an interesting concept, and I very much like how quickly I can get back into action after I have failed.
the main menu is kinda boring, some music could be nice
RNG gets pretty crazy at times but I wouldnt know what you could possibly do about that
Yep! Hold the fire key and you will fire continuously and ignore scrap.
Our composer is currently working on phat beats for the menus and additional situational music. #soon
Is there a specific RNG scenario that's really frustrating for you? It's not super obvious, but there is a weighting to the colors of scrap that drop based on the number of each colored bit on screen. Also, once the total number of bits exceeds a threshold enemies will start to drop bombs more frequently.
a specific RNG scenario would be when im surrounded by a wall of one color, but because there is more of a different color overall i hardly get any of the color i need. does not happen often, but it does happen.
also i didn't say this earlier but the graphics are really nice, i like the little grid effect that lights make
Thanks! That grid effect is actually something we're talking about changing (possibly into something more grid-y and thematically appropriate,) as it's currently a dirtmap that isn't all grid.
We're making an optimization pass for the next release which should clear this up a bit. We've found some pretty intense hotspots related to background assets.
The intent of this is supposed to be a drawback for being able to store extra scrap. You get the benefit of always having the color you need available, at the cost of having to perform extra management on your scrap storage. This also ties in to another ship concept we've been talking about that can pick bits off of the bitwall and shoot them back as scrap, but can't eject them.
Also:
This is fixed on the dev build and will be pushed in the next update.
i also really like the change to the combo system
Lol nice. Where'd you get stuck? Also, if you want, take a look here and give us some directed feedback: Puzzle Mode Feedback
Don't be shy, show us the point at which you ragequit!
Here's where I'm at:
http://steamcommunity.com/sharedfiles/filedetails/?id=476591642
Though if you understand morphing and circuit completion that whole tier is still easy. It's more of an extended tutorial than actual puzzles, really.