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Rapporter et oversættelsesproblem
it could be an option of player at option menu.
maybe a continue feature would help, convert 1k-4k gold to an extra life or something like that price would increase as the player progresses
Defeating a large enemy doesn't award any more gold, nor do you receive gold for completing stages. It's best to just replay the first stage constantly, amass 1000+ gold, then kill yourself before the boss.
-If there aren't going to be any continues, then make the stages shorter. Better yet, make the stages self-contained. Arcade games work when they're arcade-length. The average stage should take 3-5 minutes, not 10-15. If the stage length doesn't change, have the option to select stages, add difficulty settings, etc.
-The cheap-deaths are ridiculous. I was killed instantly by a giant flower appearing in stage 2. Sure there's the portal thingie that appears to indicate an approaching giant monster, but the portal is smaller than the actual creature, so I had no idea something like that would spawn.
-Survival mode is too random. In the first five seconds a couple of bosses could appear and flood the screen with bullets, or I get nothing but giant chumps for a couple minutes.
Most of the HUD could probably be a bit smaller or removed. The hit X/A buttons for special weapons/items is unecessary, the large bar indicating enemy wave could be smaller or removed etc... It's especially a problem in survival mode - when you can have three or more large bosses on screen, it gets very cramped and you inevitably are forced towards the edges of the screen where you can lose yourself behind the HUD.
many people are talking about this.
-ok guys, I am designing a new game mode where you can choose the levels,
but the arcade mode will remain intact.
-on the hud, I'm thinking how could do without changing the view of the game.
-about money, jon now require less gold to climb maxLevel
CGdfc
As of right now it's mostly useless.
1) How about a few seconds of invincibility after getting hit. As it is right now, you get hit by any boss character, and you're dead, instantly, regardless of how much life you have.
2) With the first large character in stage 1, that appears in wave 3, his touch hit box seems to be larger than his sprite. This maybe due to his scythe, and when his sprite flips when he's moving from one direction to the other, making the scythe always being part of the makes his touch hit box a bit larger than expected, or his hit box changing radically when he changes directions instantly.
3) There needs to be some sort of few seconds of transition when bosses transform, or at least reiterate point 1 again. I say this because in survival mode, the level one boss appeared, and I completely forgot when the boss transformed, and while dodging fire and shooting at the boss, the boss transformed into its larger version and killed me instantly, when I could have taken 5 hits.
4) Why make the life meter, a meter, when a) there is no analog to the life meter, you can only take three hits, and b) any life you get with a full life meter gives you a life pellet to represent another hit. Make the whole life pellets for simplicity and easier readability at a glance.
5) Medpacks are not affect by magnet in one player mode. I can understand it for two players not working, so one player isn't hoarding all the medpacks, but for a one player game, I'll take any advantage I can get. I mean either that or make some sort of radiant when they spawn in so players don't accidentally miss them.
6) This is something I could not reproduce, but one time when pausing the game on Stage 2, Wave 3, the monster wave meter was being displayed on the pause screen, and was still ticking down while paused.
7) Allow yourself to level up between stages and on death, instead of only on the title screen. I didn't even realize I could level up my character the first 6 times I played, and I didn't try to level up once during those first plays until I looked at the title screen again, and it would allow players to possibly progress further in the game without constantly dying to go to the title screen to level up.
8) Thank you for planning a new game mode with stage select, I am so sick of playing stage 1 that it isn't even funny.
9) Why oh why is the stopwatch and the dynamite on the A & X face buttons on the xbox controller, requiring you to take one's thumb off the shooting stick to press those buttons when you have LB/LT & RB/RT that can do that easily so you don't stop shooting?
10) I would suggest different weapons or abilities to help break up or add variety to the gameplay, but that is probably outside the scope of the development process.
11) I really don't think the game really needs an XP grind, but if you want the game to have an XP grind, let there actually be some sort of branching progression to it perhaps. Right now, it seems like the progression in my eyes is to simply prolong the life of the game and forcing multiple replays of the earlier levels of the game, not for difficulty, or not playing well enough, but simply because my bullets are too weak to kill anything until I have enough money to die and then level up my character.
I am torn on how my I enjoy the game due to how long it takes to level up a character to be viable to get past stage 1 the first time. Once you get past that, the game feels more skill based than grind for the sake of grind. In any case, thank you for the game!
I have been reading many opinions and suggestions to improve the game, I like to improve and refine the game, fix bugs or add more interesting things.
-----------------------------------------bug fixes---------------------------------------------
-Online highscore tabs
there is a small error that leaves only the best player and not the other 9 players remaining, the top10
highscore online now work properly.
-F12 screenshoot
key to send screenshoots to steam server and share with friends.
keyf12 for screenshoots of steam now work properly.
-Player name
the player's name will appear in the statistics appearing in upgrade stats menu.
-Error achievement
bugs fixed with an achievement
---------------------------------improvements and changes--------------------------------------
-Select stage menu
Now you can select the stages in arcade mode. only need finish the previous stage.
you can only select the stage 1 to 5
to get the best score, you must start from the stage1.
-enemy spawn
enemies sometimes appear above the player, attack your life or part of your life energy, from now on you can destroy coffins if you're above them, so do not kill you unjustly.
-jon easy leveling
jon levels requires 50% less gold
-gamepad buttons
Now you can use the LB / LT & RB / RT buttons on your gamepad to use special skills.
-survival mid boss
Now in the first waves only appear the easiest enemies.
thanks
CGdfc
-the bigzombie the effect is the scythe, and that is very amorphous ^^
-added now LB / LT & RB / RT gamepad buttons for special ability in this new update
It looks like a great update you put together there, I will have to try it out tonight.. Thank you for making this game. I wish you the best of luck with this and your future games/projects!
As it is, I often take damage from something I cant see because its behind the kill count, or the life bars ets, as I am strafing around the screen edges.
CGdfc
Pressing pause button in the middle of zombie wave , the progress bar still decreased and some times game will be crushed.
BTW, where is the special items? Only collected 4 of 5 in my first game workthrough.