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If we make a complicated game, it is necessary to wisely.
Исправляйте взлом замков. Тупая идея была делать ускоренным перемещение отмычки. Меняйте срочно. Это только раздражает.
Если уж делайте сложную игру, то с умом надо.
Easy and medium are no problem.
Only time-consuming and nerves, there is no desire at all to open the coffins.
Mechanics of breaking the lock should be on the mind, and not on the speed of reaction.
That is itself breaking the lock on its own simple, but speed is not the solution.
Also, maybe a way to sell items if you want,... I keep ending my runs with 7+ lock picks.
Get rid of the pixel item,... this item is cancer (and I hate using this word for such a thing), but it's literally run ending.
There's no need for so many bear traps in one room. One of my 'random' rooms was filled with, and I ♥♥♥♥ you not, 24 bear traps. I had 4 worms in this room, with 2 ground stompers, and I could barely move. Or if you don't feel the need to lower the traps,... at least make it so you don't have to stare at the trap to spam the E. It's already annoying enough with the loss of movement for 3-5 seconds.
It took me upwards of 40 tries to finally get to, and subsequently beat, the damn snow-boss, but by the time I reached around 50 playthroghs (Even before the boss's health was lowered in patch) I was able to consistantly beat that damn snowman with a variety of weapons (Takes everything you've got, but it is possible, and with positive popularity to boot).
As for the weapons, although I do have a problem with the seemingly biased weapon swapping machine (Always get a fly-swatter, never anything interesting or useful), I have also been able to make it through Floors 1 and 2 almost solely relying on my crappy starter pistol. It takes patience, and a lot of sprinting/sprint-jumping while squeezing off one or two shots here and there, but it is very possible.
As far as positives/detriments go, I have found that I am able to complete both Floor 1 and 2 with either positive or hero status (While also buying what I need while in the level). I also find that negative detriments can be easily avoided by simply not taking the risks (No wheel. No Mystery Box at the Shop, etc.) If you really feel like taking the risk sometimes, then use a coin (Heads= Try Your Luck / Tails= Leave It Well Alone) in order to make your decision.
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The only room monster that I have encountered so far that I would deem to be unfair is the tag-team of frost snowmen that sometimes spawn with a room of normal showmen on Floor 2. I believe that these frost-snowmen fire too fast, move too fast, lightning-sidestep too fast, and almost always kill the player unless they happen to have a shotgun and luck on their side.
If I could give any advice to the dev in regards to weapons, it would be to allow the possibility (However Rare) for a player on Floors 2 or 3 to come across a GOOD weapon (Not just swatter, bat, shotgun, double smg, or rifle). This suggestion comes from the fact that many players are restrained to the first three floors for a decent amount of time as they learn and master the game.
I would also love to see the lightswitches be used for something (If they are not already being used, which seems to be the case). They could allow for an advantage over a room enemy, they could lead to an achievement at the end of a Floor, or they could somehow be related to an easter-egg of sorts on each Floor.
There is also potential for game achievements to help the player in the actual game (Say they get a certain health-related achievement--they would then get a small health boost in the game as a kind of auxiliary permanant item). I believe that this would encourage a lot of players to play more, and also to play in different styles (This would then help in getting players to play more while improving at the game/finding their best playing style).
It would also be interesting if there was a 1:1,000,000,000 chance for a player to actually get a cool (Positive) permanant item from one of the item rooms / mystery boxes.
As a final note (Directed mainly at the developer), this game lends itself very well to in-game/ around game purchases. What I meen by this is that I believe people would be more than willing to shell out a few bucks (Especially given how cheap the actual game is) in order to attain a perk/item (Perminant) for their game. These could come in the form of a better starting pistol, a variety of helpful permanant perks (Sold seporately or bundled), or a package of positive perks that you can add to your game of choice (5 perks that can be used however the individual wants in 5 of their games). This would not only add a massive source of revenu for you as a developer (Thusly allowing you to bring this game to an even greator level, while simultaneously making a fair profit), but it would also allow people who do not want to, or simply can not, put in the time to train and master the game, the ability to enjoy the game more and to feel better while playing.
I appologize for the crazy-long response/review, I started typing, and then just kind of kept typing... and this was the result XD
For any other reason I really wouldn't recommend to use a controller though...