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The last area was something I didn't explore much because I accidentally picked the right house first - so I got to skip most of it. The last area isn't all that special or worth taking up more coment space over; since it's just a simple run-for-your-life kinda area.
These criticisms aren't for a rework - but for any future projects that you may/may not work on.
The Spider Cave:
+ Nice design for avoiding the monsters. The roundabout gives the player a way to carefully walk around the deaf monster.
+ Good dialouge. Picking up the pack and getting the message "HE HAS STOLEN THE STAR!" was terrifying.
- Two deaf ones and a... whatever that thing is ...is a bit much. They would trap eachother in a room and I'd have to wait for them to dislodge from eachother. Just having that white thing[/] would have been enough. Perhaps make him replace the spider you talk to at the front - who then only turns hostile when you steal the "star"?
- The design allows the player to go to the objective (the power pack) without finding the exit. In my experiance, this means the player will go from A to B and then back to A. Only then will they find out that A is not the exit, but a one-way entrance, and they will begin to wander cluelessly.[/spoiler]
The Wreckage:
+ Good dialouge from the robot. Headbutt protocol should be standardized!
+ Running up the wreckage and away from the patroling robot was tense. I wasn't totally sure if he was hostile, but the way he chases you slowly as you scramble up the side of the wreck was awesome.
The Under-Water House:
- This area felt a little buggy. As much as I like the idea of tilting the world on it's side - as that really messes with the players senses in a unique way - it makes the monsters very confused. They get stuck in the crooked doorways constantly.
- The design of the hallway leading back to the brain was... odd. I would suggest building a house as if it were actually a house rather than putting a strange tunnel as a room. Or just replace that part with a vent.
Less is more. You tend to overkill areas with multiple enemies that overlap. Having tons of enemies causes them to block eachother. I'd rather have a single enemy with lots of monter-attraction triggers. One enemy per area - sometimes two - is nice but tons of guys all stepping on eachother's toes is a little too much. I'll be posting a review of the 3 key areas of the mod.
also when you take the blue battery the monster needs to appear quicker because you can just grab and run that :)
also when a monster hits you, it doesnt back off, so I once got stuck in a corner with it endlessly hitting me, think in the main game they back away.
also when you go into that room when the boss monster appears in the window, i had to leave and enter twice to get him to disapear, not sure if thats intended.
good game :)
Also using the heal pods stops you from moving aka breaks the game
@invaderzac Congrats, :D
So i'm trying to do a playthrough of your Mod but when i recieve the first 'blue chip' i'm unable to leave that underground (old ship) area. The monsters aren't the issue here. but the terrain is rather buggy/messy and i'm either getting stuck or hitting invisible walls.
Normally i don't ask for assistance in Custom Stories (Amnesia and SOMA) but this time round i could do with abit of advice.
I've done a fresh reinstall as well.
-AndrewAllStars
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