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
https://www.youtube.com/watch?v=_AvxQ7Hg5kM
But very good job.
By the way, the wind-down time was implemented so that users can't spam shots into a room.
Other than that, I had a lot of fun! I love playing unique levels with new mechanics and I hope you can evolve your idea further! Best of luck <3
Fast-paced gameplay where you peak at turrets around corners and time your shots so that you can hit them before they hit you is fun. Sections where you move along a corridor while crouched to avoid fire slows the gameplay down to... well, a crawl, and is less fun. You may want to focus more on challenging your player's reflexes rather than their ability to wait.
Secondly, a minor point but something I feel is important. One method of taking out a turret in Portal is to grab it before it can shoot you, and throw it. You've disabled turret pickup, which itself is fine if you don't want challenges to be solved that way. But conventionally in Portal, players would expect to be able to pick up a turret. If you're going to change the rules of the game, you have to convey that in some way. Portal 1 did this by putting unpickupable turrets into cages in one advanced chamber.