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About the completion: if you look at story-driven games in Steam, usually a surprisingly low number of players get the achievement for completing the game. It's 45% for Portal 2, 48% for HL2EP2, but even with the Stanley Parable, where it barely takes 10 minutes to get the "true ending", only 83% of the players have that achievement. I guess that's actually not that bad, but still, it's a really short game, so it could be better.
I think this area (mostly the grate-part with the gray pipes) is a bit too "busy" for a menu background. I would choose something darker/simpler to make the text more visible.
A major part of the appeal is the amazing voice acting. You can't really make a mod for Stanley without that and most modders don't usually have these kind of resources...
Just a question: How can you recreate F-Stop, if it hasn't been released what it is?
I have mine in the same folder and it works just fine for me
I finally had the chance to try the demo out properly and it was a really cool map. I have to confess, I haven't actually played Silent Hill myself, but I think I know enough of the game to say that you nailed it perfectly. The atmosphere was great, the lighting is beautiful and I loved how you used almost every part of the map for something. It was really fun figuring out what goes where. And I was constantly on edge, so you probably did something good :P
Here are some things that came up while playing:
-The lighting is great, but some props seem a bit too shiny to me.
-The small stuff on the ground should not have a hitbox. I got stuck in cans and bottles a couple of times and the doormat should be ground level too imo.
-Finding the acid took me a lot of time. Maybe I'm just stupid, because after checking it again it seems pretty obvious that it's there, but maybe it could be tweaked a bit more. I'm not sure, I'm just mentioning it.
-You can pick up the lock after it falls off the door.
-The part where you turn on the water wasn't too straight forward for me. I mean the sound changes when you do it properly, but you don't know that in advance, so I had to make an unnecessary trip to a tap and back, which is a bit annoying because even while "sprinting" you walk really slow.
-It's a bit weird that the chains in the room with the toys are static, but that could be a design choice, so again, this is just what I think.
-Dropping the box down the shaft to break it (I assume that's what happens) doesn't seem too realistic to me. I only discovered it by accident. I think the junk at the bottom of the chute would cushion the fall.
Anyways, these are the things I noticed. Keep up the good work, it's gonna be awesome :)
this is insanity :D
Well, Tripmine Studios gotta have a sexy tripmine :P
Awesome effects. Can't wait to play this myself.
You guys nailed it perfectly
wow, this looks amazing!
Looks awesome :)
yeah, the options are definitely the hardest to translate.
for corrections, I think it's enough to enter a new translation and vote it up. that's what I did when I messed up something. then you might wanna tell them that you actually did something, not sure how the system works :)
Some translations might not be accurate, until we can see the scene itself. (I was having great laughs at the Portal 2 translations, for example. I don't think the translator has ever seen the game :D )
But I guess this is sort of obvious, I'm just putting it out there :)
I could do Hungarian. Not sure if needed, though :P
That double-door thingy in the sewers is a puzzle ;)
I had difficulties with getting back on the train as well, but it worked for me after a couple of tries.