Really the only gripe I have with it is that Monument doesn't have any cue to let the player know it's gone, so oftentimes you're left constantly looking behind you for no reason. Maybe a rubble sound effect would do the trick?
3 months ago
| 7
I love it!! I know people complain about the monument but I'm the small minority to say it's well balanced I just think it should be slightly louder I can never hear it
3 months ago | 1
Tbh it was almost perfect but I also think it would be super cool to have the monuments be a mid game encounter as think about it we have a chase and even an encounter at the end and I think the monuments would work perfect as a mid game encounter
3 months ago | 1
AMAZING UPDATE everyone’s complaining about the difficulty of monument but honestly I’m fine with it as is haha, adds a bit more challenge to the game and i can definitely hear its footsteps, not sure why others can’t
3 months ago
| 4
"Worth the wait" It's was Peak Bro Especially The Eyestalk Chase... I Read Eyestalk As Eyes-Talk By the way And now I feel like a Dumbass
3 months ago | 0
mandrakes are EASY just put them back in the ground and your good + the groudskeeper doesn't attack you when your holding one
3 months ago | 1
I thought it was pretty good side from one problem. It doesn't really explain how to deal with some of the monsters. For example, I only figured out that for the final boss, you were supposed to stay still when it's lights on after I beat the floor.
3 months ago
| 3
The only problem I really had with the garden is just how some enemies don't exactly have their nuances shown too well. The groundskeeper is the most obvious, just avoid trespassing onto the grass, but for enemies such as the final boss, there isn't really much to go off of outside of pure trial and error, when they could've incorporated it into the starting cutscene like they did with figure in the library (how sound attracts it, and guiding light uses this to lure figure away from you in the cutscene) I have yet to check out the changes in the hotel and mines, but I've seen some footage, and it's kinda cool It's a great update, but some of the mechanical natures of the enemies could be better telegraphed in some way.
3 months ago
| 3
it was amazing, but i wish it did a better job of explaining how to counter all the dangers. it isnt very clear in the moment, and the death message doesnt explain it either. many people defended this decision, saying 'its on character for curious light (the detached voice speaking to you in the death screen)', but even if it is, that doesnt make it good design. lotta my deaths felt cheap and thats quite a shame. also why tf is there closets in the bramble boss room. i missed his entire gimmick because i thought you just had to hide i like the other changes too
3 months ago (edited) | 0
the eyestalk chase theme doesnt go hard like seeks theme. 0/10 But if you struggle beating floor 2 grumble and the rest its a goodway to get the halfway point in the mines so you dont have to struggle. So maybe 1/10
3 months ago (edited) | 0
not a big fan i think a lot of the mechanics are poorly explained, for example mandrakes theyre easy to beat once you've figured them out, but dying for doing what feels like nothing wrong is INFURIATING piss light wont say anything about it and it's not immediately obvious what to do, and it ABSOLUTELY shouldnt be an instakill theres also literally zero explanation for the pink petals or why they should be collected, and i STILL dont know the eyestalk chase (which i will say is the farthest ive made it) is literally just seek, its boring
3 months ago | 0
LifesASkit
soooooo what did we think of the great outdoors update?
3 months ago | [YT] | 12