Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción






The mid-to-late battle was so difficult, and why it was so difficult
There was little healing at the center of it
It was hard to win the second half of the HLA with so many grenades and an unupgraded pistol
I was so frustrated that I threw a grenade
but I think it's okay that I made this as a task because I still have a lot of time and opportunity to think about the composition and story of the game
https://www.youtube.com/watch?v=HiwrLy5hrQk
- The final battle was a nice highlight. Along with the serpentine approach of the enemy, it was fun trying to see who you could take down by shooting/throwing grenades through the shelves.
As the enemies got closer, and my health was getting lower, ratcheted up the tension in the right way.
Strange how the Zelda-type elements (exploring, puzzles) are what stay in my memory more than anything else. Thank you for the opportunity to play this.
I was annoyed at the beginning of the level when I thought I had run out of ammo, but soon discovered how much was lying around, if I slowed down and took a look.
Sometimes I thought too much ammo was lying around, as once I got used to the idea of exploring, scarcity of ammo was never a concern (even at the final battle).
By comparison, the health was spread out nicely. At the end of the final battle, literally one more hit by an enemy would have killed me. Now there was some real tension.
- An 'in-the-dark' motif provides a 'what is there in the darkness?' aura, and enhances the atmosphere greatly. The only reason I did not enjoy it more is because of the amount of 'dark levels' I have played over time, and am seeking something new.
Specifically, if it were possible for the flashlight to have intermittent operation (e.g., it works for one minute, go out for 45 seconds), this would introduce a different dynamic of 'feeling your way around'/'do I recall the environment well to move around without light', and start to fear the darkness again (or where older offerings would sometimes provide sparsely placed torches).
Seems that the map I played before was in an early development state.
A lot of improvements in this version.
Gave some more feedback here : https://youtu.be/Nv9_MyguVHg
I added one in my local copy of your addon to play it, but the map "a_walk_in_the_dark" was in a blockout state with dev-textures. Also you packed the a3 lobby map in there as well.
Here's an unlisted feedback video: https://youtu.be/N5i8QTWjJ5Y