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Man, I had forgotten how brilliant and absolutely breathtaking Abomination 2 is. Even with performance issue at places I would easily rank it as the best campaign out there, and arguably surpassing vanilla game and Gehenna. Puzzle quality, world design with visuals, hidden items, story - all of it is top notch.
I must say though, I'm not a big fan of puzzles locked behind other puzzles. The base game does it as a tutorial, but Gehenna doesn't (aside from the silver sigils and a few of the stars), and for workshop maps, I generally prefer more freedom. Also, I like puzzles that make me feel clever when I solve them. Weird parkour, finding really obscure secrets, and really specific connector angles are a lot less fun to me.
This one reminded me of floor 5 of the tower in the base game, but with a lot more to set up.
I think I'm only missing four purple sigils now and maybe a few stars.
I thought the four receivers would only open the door to the sigil and that I would need the jammer for the side door. I also realized doing that would leave a cube inside to elevate purple, so I thought this was intended! Honestly, I think freeing the jammer should be required, and there should be a cage around the blue source with a gap in just the right position that you need the full height of connector+cube+mine+fan at full strength.
@AG I'm glad you liked my campaign! eyedunno11 and lapicidas' solutions are intended solutions
https://imgur.com/F7hws8W
Also, I have to say, I sort of have mixed feelings about the green barriers. It's a decent mechanic, but would work better in something like a top-down game than in this game because in this game, you have to explore to figure out what to do, and the green barriers have massive softlock potential. I think Carousel was about five resets for me.
1. 3rd star in star realm (in world 4). That lump of rock that you place the cube on in the beginning of the puzzle does not exist in my game?? Plus the connector from the other side of the ivy won't connect to the receiver to open the gate.. Does any one else have this problem?
2. World 3 To and Fro. The pillars of the wall with the first lot of gates that the red light unlocks are too thick/deep, compared to your walkthrough. This doesn't allow me to connect the red source with the receiver using 1 connector. Any thoughts on how to solve for this?
Once again, really enjoying this game!!
I still am not a fan of locking puzzles behind other puzzles (the base game does it to introduce concepts, but it's mostly not necessary in workshop maps IMO), but at least the hub world feels much nicer than the hub in the first game felt.
I had trouble with "YouTube" so it showed me something else.
But now to your problem. I see that it doesn't show you when to release the connector. Very strange. I played it again and it works quite well for me: https://youtu.be/k-XnVQlfz70
Also in first person perspective: https://youtu.be/HubcrXadOC0 But it's a bit more fiddly though.
You might want to change the view from first person to third person and try again. I can change the view with "H" on the keyboerd. You can check or change whether this is the case for you as well: https://youtu.be/aylcY93fk2o
I'm missing the third pedestal's connector, which makes it impossible for me to open world 5.
About the 15 fps ruins, if it's the high number of things that causes problems, why not remove all of those outside the main buildings? Wouldn't that help?
About "things left behind"(and therefore also "dying is an option"), the somewhat precise jump is incredibly annoying and frustrating. Same goes for the slalom part of "slalom", or any skill/luck based thing in a puzzle.
(I meant the pillars in front of ruins 2)
To point D: I created a solution for each puzzle that was the most plausible for me. I know that there are often alternatives. If you found one in "Up the Stairs" without that cube - so much the better. It would be nice if you would show the video about it.
Now that i know what i was missing, i have several questions :
A) Why is there a mandatory secret?
B) Why do you need to click on a pillar? It's not intuitive, and very easily missable.
C) Why are there pillars there in the first place if you're supposed to be able to get past them this easily, especially since one can miss the click prompt or not even hover the cursor over the pillar and become convinced they need come from above, possibly using a fan?
D) Also i looked at the solution for getting a fourth box in "up the stairs" and, if that's the intended one, why is that a thing you're supposed to do? It feels cheap.
Also it might just be me but i find the QR codes with "me" as the author to be very jarring.
I just saw ending 1. Wow that was awesome, what an imagination! I loved this campaign even if 2 or 3 things were too difficult for me, Love Story 2 omg I thought I was going to tear my hair out! 3 days to think about to finally succeed lol. An excellent job, a lot of respect, I'll try to see the second ending, and then we'll wait for ttp2 this year :) Thank you very much :)