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l 194 - The last levels are meant to be challenging. Here you're right saying that is difficult. But I don't see anything wrong with it, except the fact that due to balancing issues you could easily run out of ammo. an Arbiter Algoritm that sorts enemies and ammo during the playthrough will be eventually added to the game.
l 162 - here again problems due to the balance. There are multiple variables and sometimes you can have lots of ammo and sometimes you run out very quickly. I can't branch every possible outcome manually because there are too many variables, therefore i need an algoritm that balances the game.
l 142 - there is no problems with this room. It spawns a random support item that you don't have. In order to get in you can use a Jammer, a Screwdriver, or shoot the orange button if it spawns. If the orange button doesn't spawn and you don't have jammer nor screwdriver, then the room will give you extra ammo (by removing the flower pot). 4th rooms are meant to give an extra support items, and this is not even the worst room. There is another one, with 3 corridors that gives you or ammo or a support item. I'm actually thinking to redesign this second one because it's dull.
l 193 - So yes. I'm aware that this room is broken, also it has too many creepers. And I need an Arbiter for that. They are not getting stuck, i messed up the pathfinding because each time the pattern of pipes changes and i have to disable some paths, otherwise creepers will simply try to walk in the air. I'm aware of this issue and i will fix it in the next update. Also pipes are buggy, and walking on them can cause issues. I discovered it later, but it's easily fixable by slapping a sort of ivisible wall on top of them.
About them falling and not dying, falling damage was not implemented in the game. Also the same problem for the player. If you get hit and fall down, the falling damage is completelly negated because it's not programmed in the game. I kinda overcome this issue for the player by placing killing areas on the bottom of the holes. But i left creepers and slashers as they are, since it's not game braking.
When a platform activates and creeper is not appearing is not a bug. they have chance of not spawning at all. Activating platforms are made this way to make some tension. This way i train the player to recognize the sound of the platform and i can make jumpscares in the upcoming levels.
Anyway thanks for your feedback. It is very useful for improving the game. I'm currently working on the second part, and as soon as it ready I'll release it with all the patches.
P.S. and i will add a save point after each 10 rooms in the future. In the first release it was kinda pointless.
Planned fixes are:
l134 - moving mines, fixing ammo, moving light source.
l101 - making lasers slower
l193 - fixing pathfinding of creepers and capping spawns to a reasonable number
l145 - balancing and better use for relays
l144 - capping max mines spawns
l153 - better lights for the secret area behind the boxes
l161 - moving orange button up, since they are not supposed to be directly touched by the player.
l162 - capping max slashers spawns and improving the desing of the room
l182 - capping max enemies spawns
l191 - making moving panels move at a regular speeds
l194 - capping creepers
And i will unlock the door in the last scene and make it possible to do infinite runs until the second part of the game is ready.
Still I think I was able to spot a couple of bugs:
L161 - there is a pathway blocked by blue lasers in the room with a jammer slot nearby. I did have a jammer at the time and did use it, still the lasers persisted.
L103 - I pressed the switch and so the lights started moving, then the lights moved away and never got back, I was completely lost in pitch black void untill enemies I couldn't see killed me off a couple of minutes later.
L193 - I shot a Creeper four times in the face with a rifle, but somehow it just refused to die.
193 weird. I tested all the possible outcomes and creepers didn't have any problems. Do you remember exactly the spot with the bugged creeper? They are all the same model, so it is strange that one is immortal, i didn't change their hp parameters. For rifle do you mean Flack with the green ammo or Impaller with the yellow. Coz flack sometimes has very crappy accuracy
193 - definitely yellow ammo. If I remember correctly, the pipes configuration was a straight line across near the left wall, also it was the very first Creeper from the very first spawn point.
Also one question, Are you using any mods? They might conflict with the creepers for some reason. In That scene I'm not using regual creepers, but modded templates that can "jump"
Also fixed the jammer in 161.
About moving lights room. We will see. For now it stays there because i have other priorities like finishing the campain. I will fix only critical bugs for the old scenes.
But the designs are not final. If scenes don't work i will rework them or scrap completelly. Consider it as an early access that i wanted to share in order to have some feedback from players or extra help from other modders willing to make some scenes for me
Understandable.