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I'm changing my verdict to actually like a 7/10. It's fun and a true test of skill with quicksaves. (Without quicksaves, I still give this a negative recommendation. Really, turn on quicksaves if you even download this at all. Permadeath is not a good choice for a mod this unfair.)
Worst part is there is a LOT, and I mean a LOT of little "gotcha"s meant to make you lose. (Surprise enemies, enemies that get up again after being shot, an elevator that goes back down and kills you if you don't exit fast, and lots and lots of hidden objects that block your path and delay you.) I've made the effort and got all the way to the end. With quicksaves, it's a solid 5/10. WIthout them? I wish I could give negative stars.
Veredict: It's supremely annoying and uneccesarily difficult with quicksaves, let alone with the "intended" softlock death.
Congratulations on making it to the end (for now)!
reply:Bitter
I'll improve it in a future update owo
While i havent gone farther then section on 4th picture, i imagine going through this complex as carrion would be really fun, and atleast unique because there is zero long vertical sections in base game.
but please do consider what i said as i can see that this mod has potential it's just not fun to play currently
-add an additional second or two for the water before it rises as i noticed that you would basically need to know ahead of time for the placements of barriers and with the no respawn it gets really frustrating when you die to water just because you were a second off (also because playing as a human you have magnet hands to ladders and zero gravity when falling but also glass shins for the impact).
-see about trying to make a "consumable" for the soldier to heal that is only off of other soldiers can literally be the same button as the monster for grabbing/eating (this would also probably help spark more human only gameplay scenarios among modding).
-add Save Points and Checkpoints from how far i had gotten i felt like i should've hit 2 Save Points and 3 Checkpoints, notably the start of the flood sequence should be a checkpoint, the second flood control on the surface i think? the elevator that requires to go down before you can continue ascending should be a Save Point for the dual path with 2 mechs.
going to do a couple posts for this because of character limit
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If you think it's difficult, I recommend activating the debug hotkeys with "set_setting debug_hotkeys_enabled 1" and using F5 and F9 for quicksave/load