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Amazing sound design. Very satisfying reloading feedback, every gun was a pleasure to reload and use because of the sound design. Good sound cues from enemies as well. Only downside on the sound side is that the glass shattering sound is a little too intense/sharp. It hurts my ears. Might just be me, but I'd appreciate if you toned that down a bit.
The guns are all fun to use. Ammo was plentiful enough that I could use 2 non-pistol guns and not run out for the most part. The reloading is just involved enough, but you may want to change the mechanic for retrieving ammo to reach down a bit towards waist. It's odd to just turn your hand into ammo and feels a bit too gamey, although if it's an intentional design decision I wouldn't fault you for it.
I would love to see an option for snap-turning by the way, I've gotten used to it in Skyrim and it makes cable management a much smaller issue.
I know you're planning to add a lot more, but in the meantime you might want to change the loop mechanics so that all enemies spawn in the sewers and warehouse when you start looping. Also, increasing enemy density with each loop and maybe less ammo/health spawns?
In the long term I'd suggest weapon upgrades, possibly straight upgrades (increased fire rate/bullet count/damage) or even better, mechanic upgrades/alternate fire options. For example an upgrade to the shotgun that gives you a tool that holds 2 shells in the correct position to reload both barrels at once (only comes up when you need to reload both barrels). Laser sights, of course. Bullet spread reducers for the shotgun or SMG. This would give a good risk/reward mechanic. You run out of bullets on your souped up gun, do you hope you get some ammo soon or ditch it for another? Would be particularly interesting if you made bullets a bit more sparse and made guns despawn.
Regardless, great work and I can't wait for future updates!
Edit: a couple of other thoughts: I like the stealth mechanics proposal on your trello, give a small advantage when the player opens the door on enemies with their backs turned. Also, elevator is too jumpy, it needs a better transition than suddenly appearing in the middle of the next floor. Actually going through the elevator ride would be much smoother as long as it didn't take any real amount of time (and would also let you put enemies in the first room)
Are you a Vive user? Snap turning is off by default but is in the menu for Rift players. Hold down the menu button and turn on front-facing mode.
Enemy density increases after a few loops. How it works is that each loop actually increases the difficulty, but after 'hard' it startes increasing the enemies instead. I think mixing up enemy types on later loops is a good idea. Thanks for the advice, I'll try to improve the balancing there.
Thanks! About COOP, it's too much for a one man developer like myself to take on a single player game *and* implement COOP. I am in favour of expanding the scope of the game if it becomes popular but I have to draw a line somewhere or feature creep will damage the outcome. Sorry!
Adding accuracy bloom to the handgun was a pretty nice touch, but it makes the tank robots really scary when you're out of ammo!
They're not major improvements, but I think smooth turning and head-orientated locomotion would be nice features to add in the future.
Hopefully, enough people will buy it so you can develop it even further. Me and bunch of friends would love to see at least 2 player coop at some point in the far future but for now, happy to see where you take it solo! :)
Yeah, Vive user. I think I remember seeing that option in the menu and having no clue what it was. Thanks!
I also really wish locomotion could also be tied to HMD direction and not just the controller's direction. I personally prefer this from other games, and with all the hand motions in this game for reloading and such, being able to handle your direction of movement by where you look seems like a necessary option. As well, I'd love to set the button for sprinting... pushing the thumbstick on an Oculus Touch controller is a pain, and I'd much rather use the trigger on my off-hand to sprint with, but currently that's the only control that doesn't seem to be remappable.
From there, it's all suggestions! I'd just love to see more variety, more variables, things like maybe having a timer after the final kill to get to the elevator before that floor fills with poison sewage/gas/whatever. Also, things that help with presentation and immersion, like seamless transitions between levels with the elevators rather than the disorienting hard-cut from wave to wave.
I've been waiting months for this game to finally come, and I didn't hesitate to buy it as soon as I saw it was out! $20 does seem a tiiiiny bit steep... but I've put so many hours into the demo that it only seemed fair to buy it ASAP.
I also tried the updated demo right before purchasing, and I have to say, it's pretty scaled back compared to the previous demo... only one loop with no increase in difficulty? I know the previous demo was fun enough for lots of us to play for hours, so I get that it had to be cut back, but maybe at least 3 loops? I would just worry new players won't quite get "hooked" the same way that the rest of us did with the previous demo.
One more thing, for us Vive users. Unfortunately, clicking the thumbpad can wear it out, so if movement could be touch activated instead of press activated, that would be nice. Or touch for walk and press for run.
My first feedback is with regards to the locomotion on rift. Is there any way you can make an option so that direction of movement is related to just the analog stick and not the orientation of the controller? Because when I want to look at the map on my wrist it's impossible to look at it and keep moving properly, because obviously looking at my wrist is messing with the direction I'm travelling in.
Keep up the good work this game really is great! The only other thing I've found myself wishing I could do is snap my wrist up to close the shotgun barrel, rather than just having to press the button again. That would be EXTREMELY satisfying!
How about the arrow only turns up when there are a only couple of enemies left? That way you still have the suspense, without the risk of getting bogged down trying to figure out where the last enemy is. Also, HMD direction is more popular than I though; I'll add it soon. Will look into seperate sprint button.
It loops. It should loop? But now it's 2 maps per loop instead of one so maybe. There is no limit to the number of loops. Hopefully I haven't messed something up.
On Vignetting, I'll add it to my todo list. The touch to walk, press to run option is already available. Check the locomotion mode in the options :)
Oh, you are a McKechnie? We are very rare!
Seems like HMD based direction is very popular so I'll add it soon. Shotgun idea is great!
Thank you Mr. McKechnie!