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* The red key door on the first stage is kind of hidden. I saw it the first time I passed it and then completely forgot about it. It's mostly because it's behind a screen you'll walk behind once to grab some pickups, and then never again. I'd suggest lighting up behind it to make it more obvious it's there, I spent fifteen minutes running back and forth confused as to how I couldn't open it up.
* Feedback on getting hit with flem is pretty weak. There's no noticeable sound effect, and sometimes the screen will have goo to show you got hit but not always. I didn't realize I had almost no health on the laboratory level after spamming the bootspork until it was too late.
* I managed to somehow trigger spawning Arboretum flemoids early in the first room by walking around and trying to jump onto the rock ledge.
* The keys could be raised a bit, (they're already floating objects in a video game) enlarged in size and a bit more vibrant in their color. I managed not to miss any but I could how they'd be easy to miss in a lot of places they were put.
* I'll agree with Manhs: the run felt weird and unintuitive. Does pressing down on it enable/disable it until you come to a stop? Is it active the whole time you have it pressed down? I couldn't really tell. It would honestly work better to just have one speed at all times rather than holding down a button.
Edit:
* Chexter voice lines tend to overlap each other or cut each other off frequently. I first noticed it when I discovered a secret and while he was making a quip I picked up an item, which stopped that voice line. There should be some kind of priority to the voice lines so they don't get interrupted.
Overall it's a fun nostalgia trip and I'm super glad you guys took the time to come out with this!
Flemoid act sounds appear to be tied to locations. You can walk over an empty area after a flemoid is zorched and the sound will still play.
Door/switch/elevator sounds are extremely loud compared to flemoid sounds.
The opening of the vent/sewer area at the beginning of the first level absorbs shots. If the flemoid near its entrance stands under the open hatch, attacks won't register on it.
- When you can't pick up an item they emit faint beep (I assume it's a sound of item counter incrementing), This probably means that you need to run over all items in level for them to count even if you don't need them.
- Most of the items don't print log message on pickup. Slime repellent does.
- Controller vibrates even when you play with KB+Mouse and there is no way to disable vibration in menus.
- There is barely enough ammo in the first level to complete it without having to rely on spoon. Regular zorcher doesn't refire, you need to keep pressing fire button over and over again.
- There are gaps in the seams of level geometry where you can see through to other parts of the levels.
- Sometimes enemies don't fire back even though you're right in front of them shoo--er, zorching them in the face.
- If you back into a wall while aiming down or stand in a water fall, the geometry will appear inside your armor.
- Particles sometimes disappear behind particles that should be much further away. (Try shooting the...plasma rifle at the mist below the waterfall next to the teleporter on the last level.)
- Occasionally you'll stumble upon some texture z-fighting, like on the ceiling at the part of the tunnel marked by yellow lights on the last level.
- You'll sometimes see light artifacts where there aren't light sources, like on the third floor of the round space craft on the first level.
- If you beat the game and immediately start the campaign again, you start with all the weapons and ammo you had when you beat the game.
- The cutscenes can be skipped, but the credits can't.
"We've recorded these issues, and will look into them."
I will play it again but i will wait the improvements and fixes.
Apparently, you can even go outside the map in a lot of ways too... (jumping stuff)