So it was either restart the full level and play that 20 minutes again, or just pretend like the death never happened. After carefully picking my way slowly through the level and trying not to die, I got ambushed by a huge monster spawn and died. I just played a campaign level again today. Yeah, I keep coming back because of how much I like the feel of the gameplay so much, but I keep having this same issue. Don't get me wrong, I really like this game but I'd be lying if I said stuff like this didn't bug me. Whether it's a retro FPS like this or a seems like they either make the whole experience trivial or make it even harder than the source material. These devs working on neo retro games never seem to get difficulty right and I really don't understand what's so bad about having a middle ground. The levels are just too damn long to have to start back from square one if you die- the only reason to go for it is if you really want that "no death" badge (hopefully there will be some related cheevos in the final build). I'd just be really grateful to see an option that falls somewhere in between "dying has no consequences" and "restart the level."ĭefinitely agree with you here. In the end, I don't care if it's checkpoints with respawning enemies or classic save states. That's more challenging than death having no consequences, but less punitive than having to restart the whole level. Personally, I think respawning back at a checkpoint with all of the same resources and enemies you had when you hit the checkpoint would be awesome. I don't have hours-long sessions to go for deathless runs (especially for some of the longer and more challenging levels), and yet striving for deathless runs seems like the only way for the player to challenge themselves in the experience. I know you have the option to restart the level if you want to personally enforce a challenge for yourself and check the box at the score screen, but that's also not a realistic option for me. You can die over and over and keep making progress in the level like nothing happened. Because the checkpoints don't respawn enemies, there's no real disincentive for dying. Built-in "postcard" function encodes world data into each screenshot, allowing islands and discoveries to be saved and shared.Just adding in my personal two cents since I know the developers care about feedback: I really struggle to enjoy the game's save system as-is.Islands are uniquely generated every time, and although it's theoretically possible to see everything in one playthrough, no-one ever does.A distinctive 2D-but-3D graphical style with wild shifting palettes that sits somewhere between 8-bit videogames and early 20th century modernist painting.Dynamic soundtrack composed by award-winning musician David Kanaga follows the mood of the world and will appeal to fans of Boards of Canada, Brian Eno.Meditative play: the responsive world and lack of any text or hints distils an essence of curious, investigative play, and rewards patience and immersion.The procedurally generated islands are home to creatures natural and imagined, tranquil valleys and ruins with magical properties. Played in first-person, the primary means of interaction is simply your presence in the world and how you observe it. Proteus is a game about exploration and immersion in a dream-like island world where the soundtrack to your play is created by your surroundings. If it must be catgorised, Proteus perhaps is best filed alongside last year's similarly oblique but fascinating experimental games – Dear Esther and Journey.” “Proteus is beautiful, a beautiful thing. “Its randomness and secrets make it worth playing through a few times, and beyond that, it's easy to imagine wanting to return to it just for respite from a stressful day or a noisy city.” It’s such a pleasure knowing it will be the same for so many others.” And that makes Proteus feel very special to me. And that’s an itch only Proteus can scratch.” Because you want to open your eyes and be up to your waist in seawater, to walk to shore and wander through fields that sing. “In a way, its lack of progression – the absence of skill trees, difficulty levels and save points – works in its favour you won’t dive back in to mop up the last few achievements, or to climb leaderboards, but simply because you want to play Proteus.
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