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Me and anyone who plays can see the unholy amounts of effort put into this and I feel like I need to commend that before saying anything else, with that out of the way, god did I hate this lol
I'm not a skilled player by any means, so that might be a bias of mine, with that said this campaign is hard for what it would seem to be all the "wrong" reasons, I can't help but to point out most levels have enemies right at the start of a floor (most noticeable in Relapse and Scars ) ,that and in later levels the rooms are just so crowded with enemies you can perfectly use a shotgun and shoot randomly and you'll be almost guaranteed to hit someone.
Loved the campaign tho, it was enjoyable and, I reiterate, I can see the effort put into this
With that said I will be suing for the pain on my left hand
well, while playing shitposts shit is gonna happen sometimes, sorry for that one
cool
поздравим победителя🎉
hace el nivel frustrante (y eso que siempre tenía un rifle cuando pasaba a otro piso, imagina si alguien llegaba desarmado). En general, sin contar la historia porque me la he saltado, le doy un 5/10 (6/10 si dejo pasar el estilo visual).
Btw, I have some questions, is the gang from the first level related to the other mafia dudes? And are they really a criminal syndicate? And what is the AMG?
Another thing, the way the furries are designed looks uncanny.
At first I thought furries are just in the mind of our broken and amnesiac character, but it seems not.
I do agree with Ridley complaining about the fact that sometimes it feel as if you brought the wrong weapon
This campaign is quite bizarre and confusing ngl, I especially can't understand the story why there's some random asgore-looking dude helping out the main character?
Thanks again.
-Don't sprite the necks on character faces, It just looks strange, There's a reason I have never seen any other custom story do this.
-Level design and enemy placements gave me Beyond Death-wish flashbacks and not in a good way... Too many times I was handicapped because I went to the next floor of a level without the appropriate weapon to use.
-DO NOT put enemies that can kill you right after you transition to a new floor... I FUCKING hate it when creators do this... I will often get stuck in a death loop 10 times because of this!
-Way too many of the enemies have guns.
I had to put this into 2 comments because of the workshops dumb character limit.
Some pros
-I liked the music included, some of the tracks were dynamite.
-I admire the effort you went through to include all the proper corner pieces for the stairs and game world, doing this is a very tedious process but it can make the level look so much better.
-The texture variety in the levels is interesting and I can clearly see a lot of effort went into placing all the tiles properly.
The cut scenes were scripted nicely and the sprite animations in them are a nice touch.
All in all I can say that I probably won't play this one again mainly due to the difficulty, But I will also give you credit as I have never played a campaign like this one ever.
The gameplay is some of the worst in any level I've ever played, the visuals consist of a mix of visual aids, and ugly weapon sprites.
There are some moments that shine visually like the level with the containers has pretty good visuals but other than that the sprites are awful.
Best I can say is the first cutscene is well scripted, and well made...
There is so much more wrong with this campaign, if you want advice on anything you make in the future then feel free to contact me here or from the TWL Discord.