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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發行日期:
2015 年 8 月 21 日
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搶先體驗遊戲

立即開始遊玩,並參與遊戲開發過程。

備註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所變動。如果目前的開發進度未使您產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發者的話:

為何採用搶先體驗模式?

「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.」

這款遊戲的搶先體驗時間大約會持續多久?

「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.」

正式版預計會與搶先體驗版有何不同?

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

搶先體驗版目前的開發進度如何?

「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.」

遊戲售價在搶先體驗期間前後會有所變動嗎?

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

在開發過程中,您打算如何與社群互動?

「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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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.

系統需求

Windows
macOS
SteamOS + Linux
    最低配備:
    • 作業系統 *: Windows XP+
    • 處理器: Intel Pentium 4 or equivalent
    • 記憶體: 512 MB 記憶體
    • 顯示卡: DirectX 9.0c+ Compliant Graphics Device
    • DirectX: 版本:9.0c
    • 儲存空間: 250 MB 可用空間
* 自 2024 年 1 月 1 日(PT)起,Steam 用戶端僅支援 Windows 10 及更新版本。
    最低配備:
    • 作業系統: MAC OS 10.7+
    • 處理器: Intel Pentium 4 or equivalent
    • 記憶體: 512 MB 記憶體
    • 顯示卡: DirectX 9.0c+ Compliant Graphics Device
    • 儲存空間: 250 MB 可用空間
* 自 2024 年 2 月 15 日(PT)起,Steam 用戶端將不再支援 32 位元遊戲或 macOS 10.14 或更舊版本。
    最低配備:
    • 作業系統: Ubuntu 12.04+
    • 處理器: Intel Pentium 4 or equivalent
    • 記憶體: 512 MB 記憶體
    • 顯示卡: DirectX 9.0c+ Compliant Graphics Device
    • 儲存空間: 250 MB 可用空間

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