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









I will also check the other models to set a different head , good idea!
I need to find out how the music works, because it was a pain to override the track. Maybe in a next map I'll improve that part (if there is a next map haha)
Thank you for your kind words!
- The usage of status effects and sounds for storytelling
- The enemy designs
- The way decors were used
- The way you implemented the hidden area. Actually genius.
- The ending was... a slight shock to be sure.
However I do have some nitpicks:
- For some reason I kept spawning on the southern edge of the map. When I opened the map in the editor, I noticed that one of the spawn points was not in the cabin. Only after I moved it into the cabin I was able to have the proper experience of the level.
- Parashu being given at the start kinda made the whole thing a little bit too easy.
Still, it was very fun and well made. If I were to give some minor suggestions it would be to
- make it so that the swamp battle music plays during combat as it can get a little bit repetitive over time
- Father's head could use the old looking human variant.
I've already add the disclaimer near the end of the description.
Thanks for the feedback, glad you like it!