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I will briefly mention the bugs:
- In coop you have problems (it doesn't work)
- the end does not work (you teleport yourself outside the map)
- frame breaks & shader bugs (flickering objects constantly, don't know why my colleague had too)
it's normal that you don't hear anything at the prologue and that the main character is bugged
& these invisible walls in some places bother me: D
Encounter Notes:
- the Starting encounters are odd, there's this corridor where a few male gnaars run at you and there's a bomber that spawns on a high roof point, but it feels like its missing something. I wouldn't say go crazy from the start, but there's nothing to engage you in that spot.
-The first encounter with the Arachnoid in the back with lots of cover: it seems to imply taking a push-forward approach since it stays in that zone, but then a bunch of kamikazes show up, leaving you stuck in place for a bit. I think reformatting this fight to encourage the player to move forward would work better, especially since the Kamikazes have trouble navigating and can slide onto different objects trying to reach you.
-Assault Rifle: I feel like I see this encounter design often where kamikazes are just funnelled down a single chokepoint, there's no challenge to it, nothing added to the encounter that makes it interesting. At the very least, why not make some of the kamikazes take a different route to reach you, or add another enemy that forces you to keep moving (like a simple Bomber or two spawning on high perches)?
-The second Arachnoid encounter seems better, though it does trickle out with the Kleers towards the end.
-That crowded street encounter with the Kleers and headless troops is good, I like how the Kleers basically take different routes to reach you. Though, again, the Kamikazes here have lots of difficulty reaching the player and can slide around into several objects. Also, are the Vampires set to use path markers? It may help to use those so they perch on different locations: it would make the fight a touch more engaging.
- After passing through a gate and encountering one Spider, the fight after that has a bunch of enemies rounding a corner. I found I could stand still on one barricade and just keep shooting, and I finished it just fine. The male gnaars cannot figure out how to reach you if you're up on the barricade, so they just run to one spot and stare at you. I think you ought to change the structure of this fight, just having numerous enemies running around from one corridor over and over again becomes tiresome and boring.
- The small stairs passageway by the park felt like it had buildup for one second, but once again, it's just enemies funneling down a chokepoint. While I think you could make that work here since it is short, it needs a bit more to it. Just a single Kleer + Kamikaze at a time with one minor Biomech around the middle doesn't do a whole lot. Also, I walked around a corner and a Reptiloid appeared only to stare at me. That's a bit weird.
- Double Shotgun Villa fight: I'm not entirely fond of this battle design. The theme seems centered around using the Double Shotgun at first, but then it starts surrounding you with enemies where that is the least desirable option. Towards the end, you have the Pyros flying above (which you can easily hide from) and just two Vampires, before Kamikazes surround you from four corners. I would suggest removing the Kamikazes, it's a cheap shot at the player. Perhaps make the remainder focus on using Vampires perching on higher parts of the Villa, with Spiders occasionally digging out from the grassy parts? That would encourage using the Double Shotgun more.
- That scene with the corpse dropping down to trigger a car alarm was comedy gold. I do kind of like the Khnum crashing through the wall even though it nearly killed my eardrums, though I discovered you can just run back from where you came and said Khnum gets stuck inside that area. I did like the Werebull crashing through the concrete blocks, too.
- The segment where you kill a load of Processed and enemies funnel through from one corridor: I thought this would disappoint me, but you did use Drones as the fight progressed, which made it a bit more engaging. Again, the Kamikazes started to get stuck frequently, which made them less imposing.
- Rounding the corner from there, a small group of Gnaars and Kleers approaching in single-file: this feels like padding, it's not interesting in the slightest.
- Final fight: anticlimactic, honestly. On one hand, I appreciate how it's not ridiculously difficult, as most maps overcompensate on enemy rushes. On the other hand, not much really happens, either, and only ten rockets for the Rocket Launcher is unsatisfactory. I'm also not fond of the invisible wall blocking you off: I get why it's there, but I would think the enemies rushing you would deter you from moving further. I think you might want to make this a little more challenging.
Other Stuff:
- Navigation in some of the earlier parts of the level seems to causing issues for some enemies, I found several places where I could stand still and they would not reach me.
- the secret Brute trap only partially works, if you have full health it doesn't spawn the enemy.
Overall, it was alright. Good job.
If this level was to be a big challange, it will ruin the pacing of the entire campaign once you play it when it's complete. If you look back to the old games, Hatshepsut temple and even sand canyon are pretty easy to beat.
Another thing to keep in mind, as well: the level design is a little confusing for earlier parts, with the objective marker being the only indication that really helps you figure out where to go. It would be helpful to have some slightly more obvious environmental indicators to show the player the correct path.
Anyways, good luck with the project.