Fire grenade (incendiary) is awesome for big slow-moving enemies (it tears those heavily armored tanks) or those who decided to hide and stationary behind covers.
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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.
The truck problem is not just on waste dump/fertilizer plant... Sometimes they just neglect some plants, especially on isolated place (like out of place ore mines)... but sometimes near plants can also be neglected. I have several times ore mines hit maximum capacity... and I always have lots of trucks and roads.
The priority options isn't mandatory, so it's not adding much micromanaging for the player. Actually one truck for one building is more than enough, but since we can't dedicate trucks to a particular building, one truck one building is suddenly not enough.
Hi, these are some bugs and suggestions that I found during playing the game. Hope this help:
1. Quick save: since later stages (especially 6 waves mission) can take more than 2 hours, it's a good idea to add some kind of save features. If you don't want player to be able to reload game (in case of screws up), then just delete the save after loading.
2. I've wrote this before, but during sandstorm, all turrets are knocked-out despite having tons of both electricity an stored power. Also, when the batteries inside turrets run out, they're also knocked out despite clear weather and having tons of electricity (and stored power) available.
3. Truck priority. AI's truck could have some tweak, or perhaps you can add some priority options (on the garage or truck). I have tons of trucks and roads, should be more than enough to keep entire economy going. But despite that, the truck keeps delivering ores and food, which is good, but they neglect the fertilizer plants (they keep it empty for too long time) even after crossing the plant multiple times with empty cargo (the waste plant and fertilizer plant is very close each other and can be traveled in one go).
You can add options so a certain truck is dedicated to certain facilities.
4. Keyboard shortcut. Like R for road placement, C for community center, etc. This is important during wave since we can't pause and we need to be fast.
5. Ability to undo last action. So when I accidentally place something in wrong place, or bulldoze wrong building, I can instantly correct my mistake.