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
The level design in particular is splendid; floors are neither too compact nor too exposed which allows for a fast-paced yet challenging playstyle, similarly to what we have in the first Hotline Miami.
A breath of fresh air amidst the mediocre "corridor-sniping" maps that plague the workshop.
i hate the lighting though idk why everyone does it
(don't go after me grammar nazis now)
Sprites are pretty dope, although sometimes the character trusts all over the place. This indicates misplaced frames in certain animations, such as execution with a pipe.
In overall, it could use some more work and fixing. Hotline Miami is seriously in need for a Chinatown-Mafia themed campaign, and I feel like this one could be just that.
and game maker 8.1's sprite editor (highly recommended)
(don't worry it will get finished just be patient)
Some of the executions don't work properly since you would have to edit the enemy's death sprites in order for it to look like what it's supposed to.
Also, some of the shooting animations are pretty off and move out of place with some weapons.
I do recommend fixing the animations if you're going to release this.
Other then that, the level was more than just solid, it was perfect! Nice job Peylo