![]() There is an abundance of areas that are unrelated to the main story for you to go explore, but most are unfortunately not that interesting outside of a source of experience. Individual assets may not be the best but the color palette is phenomenal.Įxploration is also good. ![]() You end up letting a giant meat octopus eat Fleshface.Īrt is good, everything looks hand drawn and I didn't spot any reused assets outside of simple things like walls or trees. The only interesting character is the floating cyborg skull and aptly named Fleshface who wants to explore the world with you. The game will let you kill anyone and anything, but that only works because 99% of the NPCs ingame may as well not exist given the amount of interaction you can have with them. ![]() Distance is generally your friend with ranged weapons so I don't know why you'd close in to deal the same amount of damage.Ĭ&C and dialogue is bare bones compared to other RPGs. There are also some odd balancing decisions, for example a shotgun blast will deal as much damage (4 pellets, 4 damage each = 16dmg) as a rifle (also 16). I think I would have been fine without it, encounters would have gone from essentially nonexistent back to trivial. Combat stopped mattering after 3/4's of the way in when I found an energy gun that dealt ~50 damage (my maxed out bladed melee strikes did like 20) and pierced through enemies. This doesn't always work for larger groups, but that just means you'll have to use your own ranged weapons to finish off the stragglers. Ranged enemies can be tough, but basically every fight can be won before it begins with the use of stealth and the shock ability, both of which you get right away. Melee enemies can be easily hit between their attack animations, which are easy to weave in and out of. It's a standard twin-stick shooter with a dodge roll. Occult and Cybernetics can be useful, but trying to play a smooth talker with high Empathy, Bartering, and Animalism will result in seeing less use than if you played a character with high Doctor in Fallout.Ĭombat is fairly simplistic despite possibly appearing deep. Everything except combat and sneaking/lockpicking should be ignored as they are all largely useless. For example an increase in a combat skill makes you do more damage. Skills are divided into the categories of Social, Combat, and Trickery and generally just let you be better at certain things. Stats control what weapons/skills you have access to and can offer some other bonuses, like more health or crits. The real choices are what stats and skills you level. We might finish this list in 2022, but if it takes more time then we'll take that time.ĭuring character creation you get lots of visual choices. For the same reasons we’re also not dating any updates. We’re a small team and will work on these tasks step by step, dynamically prioritizing, including community feedback. improve controller support by implementing Steam Input fix level collisions, especially rolling into small spaces and getting stuck add better user communication and support opportunity through in-game F1 tool investigate and fix a few types of crashes for individual users add simple modding system, including Steam Workshop, for text import / export better gameplay faction handling, not being able to easily exploit making them hostile to each other door getting opened by player in stealth mode) more advanced humanoid NPC combat behaviours for higher ranked enemies more animalistic, mutant and machine-based enemy types more detailed info through area overview map (e.g. reorganize stats, add more usage for non-combat stats, more combat values affected by combat skills ![]() rebalancing the existing content regarding difficulty and economy Story Chapter Three (For the full release of the game) revisit a few locations and improve level design, add more environment details improve current dialogue and add more player decisions, add more depth continue main quest through southern world map locations, improve temporary ending Story Chapter One (Early Access Start Content) The most common request and also our main development goal is of course "new content", but due to its nature and potential spoilers we'll be a bit tight-lipped here. Let's take a look at what's ahead for Death Trash.
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