Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1) The autosave feature can't be implemented in coop (at least I don't know how - the maps are created with the in-game map creator and BEEMOD). I'll make it better in future maps, have several ideas how to enable players quickly joining their partner to the next room without the need for backtracking.
2) I've lowered the ceiling so the cube will now kick those turrets much faster.
Thanks for your input!
1) If one player dies in the second room, the other has to die as well and redo the first room. Perhaps you should make some kind of checkpoint so you can skip the first room after you've finished it.
2) In our case, the turret on the far left side got hit by the bouncy cube but didn't fall over. It got stuck in the furthest corner, so the only thing we could do was wait until the cube would eventually hit it again. However, because that little room is rather tall, the cube kept bouncing around near the ceiling and rarely hits the floor. In the end, I noclipped to get rid of the turret. I suggest reducing the height of that turret room to make the cube bounce around faster, allowing it to reach all the turrets in any position.
Keep up the good work! :-)