You have to boost and jump out to the platform on one side of the aquarium.
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Being slower is not a problem. The problem is that controlling it is such a hassle and not fun at all. In the end, it's a game, it have to be fun. Unless it's a rage game where a game is deliberately designed for streaming enjoyment.
Also, due to the POV, I got vertigo/motion sickness after playing for just 15 minutes. Other games that also make me sick are SOMA (PC) and Conduit (Wii).
1. I understand you want to add many crawling section since it's horror game and you want MC to be helpless, but being slow and vulnerable is one thing, being a hassle to play is another. The crawling section is no fun and just grating on my nerves.
2. The underwater POV is fine but the crawling section is vertigo/motion sickness inducing. I literally feel sick after playing just for 15 minutes. I usually feel sick only after playing Soma for at least 30 minutes, usually 1 hour. Not 15 minutes.
The new weapons, iinm they are laser, munition launcher, spiderbot, and mine. They are OP (I haven't tried the mine tho). No this doesn't mean I want them to be nerfed, what I mean is that this makes older weapons kinda obsolete.
For most cases, munition launcher is enough for almost everything. it's AOE, it eats up armor albeit slower, it goes through cover, it's ammo is plenty. What else do you need?
If you want more direct speedier engagement, laser is the best. Well, it's laser. Rapid fire, long range, and instantaneous hit.
Spiderbot is the homing missile done right. Though this is that type that you guide manually (not fire and forget). You can aim it and fire behind cover. Huge splash damage. Long range. Goes through cover. Now this is how you supposed to do homing missile.
Some recommendation to fix:
1. You can make flamethrower (thermal projector iinm) to lit the ground and that fire (and every other fire actually) cause damage. Or at least cause heavy spike in temp that eventually cause damage. Though I believe this just haven't been implemented yet since the game already have temp reading.
2. Increase the ammo number of dumb/unguided rocket. Rocket like this always comes in number and you fire them in rapid succession for AOE. IRL, most attack helicopter can only carry up to 16 homing missile but up to 76 unguided rockets. So if player tank can carry 12 homing missile, it should be able to carry at least 57 unguided rockets.
3. Make the homing missile arc higher so it won't bump into lower obstacle like cars. And if munition launcher can arc through buildings, there is no reason a homing missile can't. And make it so you can initiate lock on even behind covers. I know you want to imitate real life, but this is a video game and it's the future! Not to mention homing missile lock on is disturbed by smoke/chaff which is already a huge nerf.
Recently play the updated version. Looking better.
I like it how smoke grenade disrupt laser and lock-on. Nice little detail
But currently there is less reasons to use homing missiles. While they are devastating, their ammo is also scarce. But critically, you can't lock on to enemies behind cover. And when you do lock them, the missile will hit something when there is any object along the way. I mean it's homing missile, they will be launch high into the air to avoid this very reason (and so it can hit top armor). Building is one thing, but they also hit lower obstacles like cars. I mean c'mon, the tank is definitely much taller than cars.
Thank you for the reply!
What I mean by non-existent weapon variation is that not it doesn't have enough. But rather all weapon behaves very similar. That's why I said every weapon is like autocannon. Their stats and method to use is not different enough to warrant player using different weapon. Like vulcan and gatling is basically the same weapon, only different in minor stats... even both of them are quite similar to autocannon, just with windup in the beginning. Smartgun is also like autocannon, but at least it different enough in the way you aim the gun and how it homes to the enemies.
Hi, thank you for the game, this is a great game.
I know this is still just a demo, but I have some suggestion, if you don't mind:
1. Changing the Grenade launcher to middle mouse button. X is rather awkward position in intense situation. And it's even better if you hold the button to aim the grenade and release to launch. For thermal/smoke, how long you press the grenade button determine how spread out the thermal/smoke is.
2. Weapons variety is pretty much non-existent other than for autocannon, railgun, smartgun. The rest is basically just the inferior version of autocannon (and smartgun is just autocannon with aimbot). I beat the entire game with just autocannon btw.
3. Make it so items show up in radar even when out of range (by yellow arrow). And perhaps make it indestructible..
Hi, thank you for the update, I have been following this since the first release... The update is awesome...
Is there anyway to open the locked door? The one directly below occult club room? When you party up with the girls, they said they're leaving it to Kat to open door (which Kat replied affirmatively). But I can't find way to open the door...
Also, (SPOILER ALERT!!!)
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I'm a bit disappointed on the party ending... I thought it's going to be a bit longer than that.
Thanks for the game... Here's some of my thoughts:
- It's a pretty long game (with big empty space and plenty of fetch quest and with only single item slot)... so no save option hurts a lot.
- Not to mention with one (or perhaps some?) game breaking bugs... I put an item on the ground and sometime later, it's gone, making me unable to progress the game (forcing me to replay the game from the very beginning... there's no way I'm going to do that).
- So in the end, I'm stuck at section where we must collect three sacred commandment... I collect all three but they won't take the third one.. And the item that was missing (when I put it on the ground) is the half full bottle of toritium or something).
The game is good! If you don't mind I have something to say...
- The most important thing that bugging me is that the screen can shift up and down. It makes aiming and moving around confusing and more difficult, not that it has any benefit either.
- Without match, you can't light candles. But without light from candles, you can't find the match. Please make it so only matches that "lit up" in the darkness.
Great game!
Not a major/game breaking bug, but...
1. You must press interact to advance text while examining. It's 2 different buttons and is a inconvenience for players.
2. You can move a bit after clicking on door/vent, before the screen goes dark/transition to new room.
3. You can take Rambo's keycard multiple times (everytime you examine his body, you get a message that you take the keycard).
4. When you use vent in cargo bay 1, you're not spawned anywhere near the cargo bay 2 vent.
I've unlocked and watched everything, so I'm going to give my two cents... The good ending is the first ending I unlocked, and IMO it was the best ending...
The normal ending is well... normal, that's to be expected... But the true ending is also just normal... completely to be expected (or I must say cliche?)... It's boring and predictable... As one of the ending, sure... But as true ending? The additional good ending completely eclipse that... Not because good ending has more happier tones... But it's because it's more creative and interesting.
I kinda wish the true ending has more creative and twist... Like everything that the quill has created can never be truly erased, so Aria and the library is actually still out there... somewhere... waiting... And Clyde (and co) has to be responsible of what they created someday... or something like that.
Also, Aria's definition of happy ending is a bit skewed, surprising that she has read lots of book. That definition is not happy ending... It's BITTERSWEET ending.