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Maybe if I add a script to disable specifically witches maybe? But at the same time I am following the 3 minute rule the best I can, so having multiple tanks show up would be over kill in most cases.
During the very first alpha playtests, the tank kept spawning in the sideways section, and would either just die on its way up or would corner you in the chokeyness of that section... or just as you get inside the warehouse in the upsidedown, so ch1 I have a trigger to disable bosses once you hit the topside warehouse... Ch2 all bets are off and same with everything after~
And I will continue to look into the numbers. Since I am working with a "new-ish" kind of event, I am learning as I go with what does and doesn't work~
But I can easily change the speed of that, is something on my list~
I still stand my ground that it is not that bad, but looking into the numbers during the events are still on the list.
Nothing is finalized yet, so all feedback is still appreciated~
Could be one of the reasons it feels like I am not giving people breaks in the hordes when in fact that breaks can be longer enough for the quiet ambience to start playing...
Is lot of number tweaking game, specially now that I have a better understanding of what everything in the horde scripts actually do~
Tweaking the numbers is on my list still though~
Don't want the first 2 chapters to be the hardest ones afterall... The feedback is much appreciated~
Even though it’s still in the alpha stage (I played the Alpha 2.0 version), I’d like to share a small bit of feedback. The hordes that spawn after activating the switches feel a bit too overwhelming, and it seems like they keep coming nonstop until the event is over. When it was just me and my friend playing (no bots), the pressure was pretty intense — but we still managed to push through and beat it.
All in all, it’s definitely one of those maps that stays in your mind even after you go to bed. Fantastic work!
Looking forward to the full version's release
Guess it is something I'll need to research
And much appreciation for letting me know about BiliBili... I got some videos to catch up on now~
I am aware that this happens, consequence of one of the changes made to make sure the pillars cant block the bridge, and it is on my list of changes to make for either vA3.0 or a hot fix next week if I feel the next chapter might take a while...
1st Chapter: The falling stone will block the yellow ladder, preventing us from passing through the bridge.
有些人从小没有父母所以不知道什么是留点口德的。我也希望你@不讲武德菜虚空 你这坨呼吸的打字的烂肉少浪费时间打字。
还有欢迎反驳骂我。因为我也不想和骂别人作者孝子和作者狗的电子垃圾烂肉评论者多说。
Biggest changes being the horde event for Ch2, toning the event down some (might still need to do alot more), and some general fixes to Ch2 that it needed... There is more I can do, I know there is, but I will be tackling those at a later time, as now I will start production on Ch3!
I'll be updating the known issues discussion, I do urge anyone that finds something to post it in there and please do let me know...
If you and anyone else can provide info on where they suck, I will do my best to improve it as much as I can.
Since the creator seems to want to focus on the struggle between the Horde and the terrain, I don't recommend playing with parties that include bots.
They constantly get stuck on cliffs and can't keep up at all. They're nothing but a source of stress.
Hopefully it will play a bit better than the last one. It is ready right now, but I am going to get a few more fixes on my list done first. It won't be an art pass for Ch2, that will take a while, but a few things that were bothering me... Like the titlecards being to big and no soundscapes for Ch2.
I'll try and push an update vA2.1 soon. Shooting for the weekend or sooner depending on life.
After that I will probably have one more vA2.2 before starting real production on Ch3... and will ask for forgiveness now, because I have plans for Ch3... and I know some of you will hate it~
already looks really promising and im looking forward to it the completed version
There won't be progress this week... this is Silksong week...
But next week I'll try and push out an update to fix some of the specific issues I have seen and experienced myself, as well as tweaking the numbers on the event...
I'll be holding off on the art pass till I know nothing major is going to change, going to focus on blocking out and getting the rest playable before I sink weeks into making it look good~
I still want it to be more on the difficult side, but I definitely need to hold the punches a bit till we get to later in the campaign...
Current plan:
-have the container fall the other way far out of view, glow on the tanker as well.
-have the saw already be on the door, introduce something else to make up for you not needing to grab it
-manhole covers closer to the train that only open when the saw is active
-less commons during the event