The action platformer with crafting for people who don't like crafting!Randomly-generated level compositions, a unique sci-fi setting, and some decision-based narrative fluff.
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发行日期:
2015 年 8 月 21 日
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抢先体验游戏

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注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“Every time I watch someone playing a game I learn something new. Better games are only recognized as such after being subjected to, and refined by, the crucible of play. Therefore developing a community around individual games as they mature can only ever be a good thing for development. As a feedback mechanism, exposure is vital to attaining an entertaining, cohesive game experience.”

这款游戏的抢先体验状态大约持续多久?

“This is difficult to answer as I cannot currently afford to develop games full-time. I do however pour my other waking-hours into it like a demon. I can reveal that the large building blocks are in place, and as such adding content takes a much shorter relative time. An estimate of many months, maybe up to a year, would be needed to add a suitable amount of content to occupy players. I would ideally like to continuously add content, narrative threads, tools, enemies, boss-fights, etc. for as long as players feel that it is actually adding to the experience.”

计划中的完整版本和抢先体验版本到底有多少不同?

“The full version will contain enough narrative threads, levels, tool combinations, etc. to constitute relatively unique journeys for each play-through.”

抢先体验版本的现状如何?

“It is a 'feature-complete' vertical-slice demo of the game consisting of an extensive tutorial, a few levels, a scattering of boss fights, a handful of narrative threads, a few characters, and enough tools to make those levels interesting.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“The price will likely increase, but only marginally, upon full-release. This is merely to reflect the state of the game at that time.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“I routinely update feedback forms over at http://arborealgames.com/Games/MrMakeshifter/feedback/ for players to categorically convey their experience back to me. The steam community hub shall undoubtedly also form a large part of the feedback process. I have thus far read every single player comment and email, and intend to try, insofar as is reasonable, to continue to do so. I love hearing player's ideas for potential tools, characters, etc. as they often reflect their own individual experiences with the game in a meaningful way. I plan on initiating open discussions and/or AMA threads sporadically, and have previously assisted in contests for custom content for the game, and may do so again.”
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关于这款游戏

To play the game 'straight' you would reach each successive exit until you surmount a final challenge. Action-driven puzzle elements encourage exploration and backtracking, and could lead you to alternative routes, or simply spice up the game world based on your choices.


Tools and 'Crafting'
Tools are strewn across the levels, and are sometimes tied to narrative outcomes. Activate two tools simultaneously to 'combine' them at the touch of a button, on-the-fly, to maintain the momentum of play.

For example: while wielding a pole, activate your spring as well to instantly have a pogo stick, then also activate a spike to have a pogo-drill that destroys terrain as you bounce.


Food
Food works in much the same way. For example: combine a sprig of death-fern with a haunch of fresh meat for a somewhat... nourishing morsel.


Player-Driven Endings
Uncover narrative threads that mutate the game world and on occasion lead you to alternative routes.

For example: you may choose to help a creature. They may lay an egg. The egg may hatch. The hatchling may follow you. A few events down the line and this creature could influence a unique ending for you. It may simply add flavour to the usual route. The point is that you make action-based decisions that mutate the game world.


Facebook: http://www.facebook.com/arborealgames
Twitter: http://www.twitter.com/arborealgames


Features
  • Randomly generated levels
  • Combine tools for varied on-use effects and movement styles
  • Action-driven narrative choice
  • Real-time 2D shadows make the experience much more tactical (which is a lot more important than it sounds)
  • Extensive tutorial
  • Playable with an X-Box gamepad (Recommended actually)


Design Goals
  • Ultimate replay value.
  • Loads of possible equipment combinations.
  • To utilise the core mechanics of picking up, dropping, combining, storing, using, and consuming tools for as many aspects of play as possible, to prevent a disjointed experience.
  • Multiple methods for tackling multiple potential goals. To an extent, you loosely define these goals yourself.
  • Through mastery of the game's mechanics and equipment combinations, moment-to-moment gameplay decisions and goals shift from simple wanderlust to deliberate strategy.

系统需求

Windows
macOS
SteamOS + Linux
    最低配置:
    • 操作系统 *: Windows XP+
    • 处理器: Intel Pentium 4 or equivalent
    • 内存: 512 MB RAM
    • 显卡: DirectX 9.0c+ Compliant Graphics Device
    • DirectX 版本: 9.0c
    • 存储空间: 需要 250 MB 可用空间
* 2024 年 1 月 1 日(PT)起,Steam 客户端将仅支持 Windows 10 及更新版本。
    最低配置:
    • 操作系统: MAC OS 10.7+
    • 处理器: Intel Pentium 4 or equivalent
    • 内存: 512 MB RAM
    • 显卡: DirectX 9.0c+ Compliant Graphics Device
    • 存储空间: 需要 250 MB 可用空间
* 2024 年 2 月 15 日(PT)起,Steam 客户端将不再支持 32 位游戏及 macOS 10.14 或更低版本。
    最低配置:
    • 操作系统: Ubuntu 12.04+
    • 处理器: Intel Pentium 4 or equivalent
    • 内存: 512 MB RAM
    • 显卡: DirectX 9.0c+ Compliant Graphics Device
    • 存储空间: 需要 250 MB 可用空间

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