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
First of all, you lot put in a ton of work on this and you should feel proud of this project, regardless of my criticisms.
Story and gameplay where decent, it does not seem exceptionally remarkable one way or the other when objectively looked at as a game. However in the context of a mod, this is insane. In most mod communities, features are innovated over time, each new feature often getting it's own mod to spotlight it before it becomes widespread in the modding community. However, you did it all at once, implementing levels, dialogue, cut scenes, AI, (a few mods had done this but only for wobbly giants or flying serpents) new interfaces, abilities, guns(as a new mechanic rather than a tool) and boss fights. In the context of the teardown modding community it will change the meta of modding.
That being said, I was not really a fan of the enemies as well as AI; enemies seemed to be constantly pullled towards the player and if they got too far, would often slingshot at the player and be exceptionally difficult to hit. honestly the flying balls, teleport boys, and those lanky chaps where kind of annoying to fight. In addition, it did not feel nearly as satisfying to play. I personally would have enjoyed slower moving enemies with larger numbers and more durability. I think a zombies style mod would be a solid next project.
Maps where okay, they had unique designs and themes but felt like they missed the creative destruction aspect of teardown. sure you punch through some walls and smash some statues, but you are unable to really use destruction meaningfully outside of planned instances. What I mean is I could not out maneuver enemies by smashing through walls or floors to take them by surprise. In your next project, multilevel locations with breakable floors, or interiors with interior walls that you can break through would resolve that. Albeit, that would require AI pathfinding, so enemies don't just walk in a straight line through walls to get to you, and as far as I know, only the teardown devs have been able to make that as of now.
TLDR: this mod was not my cup of tea as a game but was a amazing display of the talent of the Devs and will have a long term impact on the modding meta for teardown. I recommend you play this.
I agree with everything said here. All the criticisms are ones ive noticed now that we have finished the project, and I plan on working with in my next project. Thanks for playing and for taking the time out of your day and writing this!
Thanks, I just realized you have another map so I'm downloading it now. Looking forward to it. And thanks, it was a really interesting experience and I am glad I played. Best of luck with your project. ^w^