安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









This might sound like an excuse but please keep in mind that the whole mod was accomplished in the original jam timeframe by me and Surak working multiple hours everyday.
At some point you just lose a feeling for how well a map should be balanced and to counter this I added additional stamina each time you die because I still wanted it to be somewhat hard and not beatable first try.
As for the visibility on the vines, it seems like it depends on what settings you play.
Unfortunetaly the hitbox for them is already as little as possible but still triggers tripping quite often.
If you want to beat the chase level you can go into the edit mode (F1) and hit Debug Play (8).
Now you should be able to spam the L key to trigger the increase in stamina for each level reset.
Thank you for playing and your feedback, we'll try better next time! :)