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My newer playthrough ----> https://youtu.be/6TUosKA1E4U
Also Happy New Year and thank you both for your amazing maps!
A zombie chased me, but they are slow; so that was also okay.
But then, the guy with a gun... can't really make him get out of the way or follow me somewhere.
As far as my ammo seeking skills go; I'm not the best, but I look around enough I think. It's rare that I run out of ammo, but running low is a fun kind of stress that forces you to be a better shot.
I likely won't try this one again. I look forward to your future work however. You're definitely a rising star, getting your coding feet under you.
Time on my Video: 00:55:18
You can find my play through here: https://youtu.be/_F2HvY87Kr8
I had some jitters, which I don't think was my VD, but it was minimal.
Not that they were bad ( I realy enjoyed them) but this one looks way more polished and also the lightning is much better.
Only thing I would wish for are more combat encounters (but that's just me).
Just found a small issue with vis (before the reviver part).
Also big thanks for making the map(s) public.
My playthrough: https://youtu.be/HKqfYEAsnV4
With regards to fights, I'm hoping for enemies that either know how to use cover more effectively (like you and I might try to conserve health), or level layouts to where there are more spaces for an enemy to hide that feels like it makes sense when you get ambushed. that feeling of 'not knowing what is around the corner' is often effective for myself in ratcheting up the tension.
The game was by no mean bad, but I felt it lacked a type of 'special sauce' that could've made this game greater than what was presented.
I have no idea on how to define 'special sauce', other than I felt if certain ingredients were mixed together differently, the flavor would have been increased.
- I was depressed I could not crush the Mountain Dew bottle with my hand.
- I enjoyed playing the game, and I thank you for the opportunity to have tried it out.
That started to change when I got in the tunnel with the flare. After that, combat got tough for me real fast.
- My favorite part of the game was the tunnel with the flare. There was only one enemy, but it was a straight path, with not much room to take cover (unless I physically crouched, which I did), and the glow from the flare added a lot of ominous atmosphere.
- The ending felt anti-climatic as it turned out being nothing more than flipping a couple of switches, and watching a small light show.
- Smooth locomotion worked well throughout the game. Smooth turning had some jitter during the first few minutes of the game, but soon disappeared, never to return again, banished to the Pits of Tartarus, sent to the Clearance Bin at the Dollar Store....you get the point.
- This game largely reminded me of a 'Greatest Hits' compilation from other various workshop offerings. There were lots of familiar assets (some used in unusual ways), and the layouts of the various levels were similar to what I have seen before.
There were some rather nice 'establishing shots' that gave a solid feel of being in a large city. Very pleasing to the eye to look at, and I only wish there could have been some firefights while fighting Combine on the 4th floor of a building across the street.
One question about RR-3, I got to the weapon modifier with just 28 resin, did i miss some, (I pride myself on finding as many as possible in the mods!) but if you don't want to spoil, Y/N will work!
https://youtu.be/m0xk-4F5QRA