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






https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1606286335&searchtext=
2) It's intended to be used from high ledges, just like the Hover mechanic it's inspired by.
3) I disabled double jumps before I added diminishing returns on multiple bounces. Just tested it with them enabled again, doesn't feel cheesable so expect an update soon.
4) It's supposed to be disabled, expect this to be fixed in that same update. Fall damage is staying though, unless I can find a way to delay you from taking it for a third of a second without it looking jank.
1.) Hat Kid immediately does a "fall" status effect after executing a bounce. This is problematic because, while falling, you can't control your air movement well. I suggest something like either a "bounce" or "twirl" status effect for Hat Kid instead.
2.) The badge does next to nothing unless you're falling from a higher ledge. In my opinion, there should be a preliminary bounce height for when the player tries bouncing from ground-level. For example, a single jump by default should equal the height of a double jump if they don't fall much. This would instantly feel more meaningful.
3.) You can't double-jump after a bounce-jump. Players love chaining combos (though if you feel this would be OP I understand)
4.) Perhaps disable Hat Kid's floor bump animation when falling from a great height? This badge encourages falling anyway, so I don't see why fall bumping / damage can't be disabled as well.