
This game is a combination of first person, roguelite random elements and adventure decryption elements of survival games. You play as a normal person who is traped in a randomly generated fire hazard. To survive the hazard, you need to be resourceful. Use items found in the random world.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
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这是我发小开发的游戏,他今年30了。 从小学开始我们玩玩具他就有一个游戏制作的梦,那时候就有了玩法这么一说,玩具从此不再是乱玩。那是1998年。 到现在他终于做出了一款属于他自己的游戏。 这游戏还是很紧张刺激,和之前我玩过的游戏都不同,讲究一些策略性,怎么处理道具,怎么选择都是一次冒险。 不过现在的问题还是很严重的,就是内容太少,而且很难,我连第一关都过不了。 先说这么多,后期又变化再来修改。 必须给好评!
想法不错但满是瑕疵,简单总结一些要点 --- 这是个简单的逃脱类游戏,要从突如其来的火灾中逃脱,利用手中的物品来给自己更好的进行逃脱 --- 1.没有主菜单直接就进入了游戏内容,虽然有点吹毛求疵,但是一进去就被扔进了游戏里感觉不太好,以及游戏没有窗口设置,分辨率设置这种基础的画面设置 2.虽然毕竟是游戏而且是个小作品这样说有点严苛,不过火是完全不会蔓延的 3.因为第二点的缘故,导致基本不怎么会需要用灭火器,除非你要去的路被火堵着了 4.[strike]互动bug很多很容易触发,我互动个普通的门(包括地面横着的柜子)高概率会弹出背包界面,甚至还能把防火门钥匙给用了导致自己没有钥匙逃出,然后很多搜索的地方也是会按出背包。冲刺撞门没啥特点有点难感受出来自己在撞门,建议做个图标来辨识(比如当你进行冲刺时朝着门,互动从一个圈变成一个特殊的图标表示自己可以进行撞门)。[/strike](互动bug修复了) 5.切换装备繁琐,为了从手电筒切换成灭火器,我需要先讲手电筒取消装备才能去装备灭火器,然后灭了火之后又要用同样的套路切回手电筒 6.关于真实性我其实也不想多追究,毕竟游戏只是数值之间的交互体现..比如什么火灾还一直站着不会吸烟吸到人傻,以及什么灭火器啥的除了开头固定给你一个之外就在房间里完全见不着了..还有什么火焰穿墙烧人之类的 7.房间的生成机制有待改良,虽然知道是随机生成的结果,但是我连着进了三个大厅就感觉很出戏..个人的想法是可以做出大中小三种地图规模进行选择,然后在给每个规模设定随机生成各种类型的数量 8.可以设计个玩家进行初次游戏用一个固定的教程地图,来让玩家知道哪里是出口,水什么的作用,至少让玩家第一遍不会懵圈 9.不知道为什么会在换装备时有混着英文的系统提示..中文覆盖不够完全,以及有些系统提示的语句很奇怪.. --- 说实话我对这个题材是挺敢兴趣的,就是现在内容太少BUG占了内容的近一半..游戏深度也没有,比较希望能努力成一个..也不说优秀吧,先是以完善作为目标吧 --11.17附加-- 钥匙的机制改变了,现在你要在公文包里寻找钥匙(虽然我摸到的所有公文包都没有出),然后这些公文包很多时候是在着火的情况,鉴于这游戏灭火器判定没有那么好,就容易灭空,消耗额外的灭火器储量,然后出现多个公文包的时候需要多个灭火器才能搜索完毕,甚至可能是空的..
UPDATE: There have been some SOLID changes to this game since I last played it, which is very encouraging and promising for the final, full release. https://youtu.be/-93P2V3kaFs https://youtu.be/gs82nQNN4h8 Here's what I noticed that was changed: - Inventory streamlining - It seems like the hazard escalation is slower, which allows for more exploration - It seems like the player's character has more breath, which is a little more forgiving than before - The final door appears to be working as intended (no spoilers here) A couple of game breakers: 1.) The game crashed 2.) We couldn't open the briefcase This is not a long list of things that *I* noticed but these are all VERY impactful to the game experience and are the first dominoes in what I think will be a lot of solid improvements. ORIGINAL: Overall, this game has some replayability issues that I think will prevent it from gaining traction. I would not recommend buying it in its current state unless you have a thing for escaping burning buildings or you like helping in the development process by providing feedback. The jist of the game is pretty self-explanatory... right?! I do like the minimalist nature of the UI, which forces you to think about the situational usefulness of objects in the environment as you encounter them. For example, it took me three times of running past a bathroom sink before I realized how useful they were. However, there are a lot more things that I think need improvement for this game to be worth buying. 1.) When you complete a level, it takes you back to what seems to be the beginning but it is unclear why because it seems like English is not the first language of the developer. 2.) Most of the items in the environment that are supposed to be helpful can actually be ignored because their usefulness does not outweigh the value of the time taken to acquire them. (Running past everything is the most successful strategy) 3.) Sprinting is the most useful thing you can do but the player character has such a small lung capacity that the game becomes more of a breathing management simulator than a fire survival game. The small lung capacity could be easily explained by the smoke but it is unclear if this is intended or an oversight because there is next to zero explanation of anything. 4.) The biggest draw for me was the randomly generated levels but this aspect of the game is lacking hugely. After running through four or five times, you'll notice that the levels are technically randomly generated but they're actually just the same rooms connected differently. I will enter a room and kind of already know where the doors are. 5.) After escaping the first level, it takes you back to the beginning and you start again. After beating the second level, you'll realize that you can't actually leave because you didn't find the key to the door. There is a lot of development that still needs to be done here and, although I like the minimalist UI, I would give it up in order to have some clarity and know what's expected of me as the player. I would wait to buy this game, even if you DO have a thing for escaping burning buildings. https://youtu.be/N2k9cqJyAok https://youtu.be/lfJOiLDv-Lw
不适配win11,或者说是设置不够完善,还有游戏快捷键我都不知道!玩的一点都不过瘾
总体还可以,蛮有挑战性的,有谁通过第四关吗?几乎每次都是死在第三关~ 有通关讲解吗?求助.....
无意中下载的一个游戏,断断续续玩了一段时间,感觉还挺刺激的,总之来说就是在发生火灾时逃生,里面会涉及到一些解谜、火灾逃生常识、找钥匙之类的玩法、玩起来还挺上头的,就是感觉比较难,一关比一关难,每次都闯不过第三关,开始玩的时候明显会有一些Bug,最近玩的时候就明显没有了,估计是开发者修复了,希望开发者难度可以降低些,每次都活不过12分钟,真的窒息了,开发者可以加副地图,我这种路痴找路真是太难了,总之还是值得玩的一个游戏,期待越做越好。
A horribly buggy and poorly executed mess. Issues I ran into in the very short time I played: -The lack of upgrades and notes with information, despite being shown in the store page's video. -Softlocks from fires that can't be put out blocking doors -Related to the above, many fires can't be put out with the extinguisher, or you have to aim at a weird spot such as above the fire. -A gas mask item that doesn't seem to do anything (even after using a filter with it equipped) -Being able to take heat damage from fire in a different room a floor above and several meters over. -Plenty of spelling problems -UI problems, such as text going off screen for the inventory or, my personal favorite, in the "tutorial" area there's text that goes through the walls making it impossible to read. -Despite being about surviving a fire in a large structure, there's no concern for anything like flashovers, backdrafts, and so on. Opening and closing doors have zero impact on fire spread. -Related to the above, fire doesn't actually seem to "spread" per-se. They're in pre-determined spots in the semi-randomized rooms. -The rooms are only randomized in how they're connected and what items they have you can pick up. -The inventory can softlock the game if you pick up an item without putting it in your inventory and then open your inventory to try and make space. -Related to the above, if you manage to successfully make room for an item you're holding in your inventory there's a chance that you won't be able to interact with it. -You can get runs that are completely impossible. -You can take smoke damage that can only be sorted by a first aid kit, but there's zero indication of whether a room has "enough smoke" in it for you to start taking smoke damage. You can only find out by going in and seeing whether or not you take this type of damage at all. -Crouching has zero impact on the smoke damage you take. Smoke rises, as does heat. The closer to the floor the safer you are IRL. Too bad this game doesn't replicate this. -The flashlight is pointless even though the power goes out in a windowless building. There's more than enough light, and not just from the fires. -You can see the light from fires through walls. This is just what I've experienced in my very short time playing. If it wasn't for the refund I'd be morbidly curious to see what else is wrong.
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