![]() Why have two locked doors, when the first locked door should be sufficient to keep unauthorized people out. > Please try to address having yellow doors spawn within yellow doors. Assuming that in the release build the game doesn't end after a boss level, this would be important to address. > If you get the powerup "Universal Keycard", you do not get an extra keycard, at the start of the level, if the level is the boss level. At this range, you are outside of the damage radius, but thought I'd mention it. > If you stand like, 6-7 pixels above a spike trap (so not much), the spike trap constantly loops with the spike animation (and plays the sound). Both drones appeared to be in the blast radius sprite, but only one got destroyed. > Fired the Electric Rocket Launcher at a pair of explosive drones. ![]() ![]() Considering how rare they are and expensive, I'd expect them to give more than 1 charge, especially as charge doesn't well, recharge on its own. ![]() > Picking up a Battery only restores a single charge to your ability meter. > I do like the purple door highlight, on the map, to help tell you where the terminal door is. And going to take forever to unlock it normally XD. Though an interesting side effect was that during that playthrough and only that playthrough did it also temporarily unlock all the other workshops. > The bug with upgrade costs got addressed I see. Really helps me to re-find that Medical Kit or Ammo Resupply. > I like the new minimap icons for discovered items. ![]() So maybe once you've made a bunch of different improvements, post a news thingy for people to see! Anyway: Though I'm not receiving any steam notifications that an update was made, so didn't notice it until I actually played the demo again. I see that there are some new stuff in the demo. ![]()
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