Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
*Did ya know!*
In the original conception of the game I was trying to add explosive barrels/boxes (like WinBack had), but they would have been pretty annoying to implement, so I didn't add them!
2/2 (1000 character limit?!)
Intruder is a game that relies on communication and team work, and I was hoping that making the guns shoot slower, and having weird traps would encourage players to either stick together, or (in the case of lasers) coordinate their assault to help get around the lasers by shooting their "power box". 1/2
If I could suggest one thing, the trapdoor seems far too obvious and once you've played it once, easy enough to avoid, the laser is far too powerful as it completely cuts off that entrance, aside from the small balancing issue, the map layout is fun, fast paced, and easy to learn, having 3 different objectives with a unique mechanism to opening them creates some tense moments, while still allowing for a tactical approach, great work.