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Ghostdream Crack English


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About This Game

"When you die, you normally have only one simple wish - to return and tell them - "Hey, guys - it's OK! No need to feel sad! Cause you know what? It's actually OK on both sides, really." But returning is not easy - the only way would be dreams - "half-dreams" - "ghost-dreams". The problematic part is if you get stuck - you turn into a demon. Hard to say what exactly it is, but we presume it's a painful and useless existence. Better to avoid doing this, really.
My personal "problematic part" is that I am already stuck here. No idea how I'll get out this time..."


On his journey to the "Other Side" Reader (and his "natural companion" Writer) meets various Ghosts and Demons, Holy Spirits and Gods. He also meets Singer, who is neither Ghost, nor Demon. At some point she becomes important to Reader. Realizing this won't stop him though.

The world of Ghostdream should be scary, but it is not - it is just dark. The story should be sad since all the characters are more or less dead, but it is not, because they normally remember nothing, except some minor detail or two (for example the protagonist remembers himself reading a book - this is why they call him Reader. It is his only memory after all).

Ghostdream is a retro-style Point and Click Adventure game with puzzles, exploration and story.

- 55+ entirely animated locations (rooms)
- 10+ characters
- 8 Major Puzzles (no items required, exploration of the whole accessible area is a must) + standard adventure actions (like get here, talk there, press this, press that...)
- 16 000+ words story (fully voiced)
- about 10 hours to beat Ghostdream for the first time.
- 20+ songs OST
- 60 pages art book (with a puzzle guide) a09c17d780



Title: Ghostdream
Genre: Adventure, Casual, Indie
Developer:
ArkHouse
Publisher:
Forever Entertainment S. A.
Release Date: 24 Oct, 2016



English



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It's an odd game. I liked the visuals, the dialogues and the quirky characters, all this strange vision of after life. To progress you have to solve puzzles. Not inventory based puzzles (there is no inventory at all), but enigmas. An example: you have to understand obscure hints to know in which order you must click on symbols on a card, and the guard will let you pass to the next place. I found these puzzles often more tedious than fun. You slowly travel from screen to screen to see the hints, and you find the solution, or not. You don't interact much with the environment. So, I used a walkthrough a lot. I liked this game as a kind of visual novel, for the story, but not much for the gameplay. Overall, this is a unique, weird, small world, and for that I recommand this game (but maybe not at full price).. A classic Point and Click slow-pace puzzle game set in a beautiful surrealist world. I have to admit that the art is what first draw me to this game.

The game consists of seven acts (\u201cdreams\u201d) where you play as a ghost named \u201creader\u201d aiming to go to \u201cthe other side\u201d. Helped by your sidekick \u201cwriter\u201d, you advance in the game by solving puzzles.
Some puzzles are kind of hard to figure out. You will need perseverance, good observation skills and to pay careful attention to the dialogues with your different encounters in order to not miss any clues. You will also have to take notes, and for some puzzles you need to brainstorm on paper and do some trials and errors to figure them out. There is just one pixel hunting puzzle that required me a solution map to be solved (in fact, even with the map showing me where to click, I still had a hard time doing it right\u2026 even with a ruler\u2026 ).

Dialogues and monologues are a big part of the game. Voices were purposedly muffled to give them a more ghostly effect. Filled with humor or bad jokes, the dialogues make us discover some interesting imaginary ghost world.

The interface is simple (there is no inventory and you can \u201cgo to\u201d, \u201clook at\u201d, \u201cinteract with\u201d or \u201ctalk to\u201d an object by switching the cursor of your mouse) and the menu is very basic (you can only save, load and exit the game). There are some instructions in the art book about how to adjust your display settings to see the game art just right. F12 is not enabled, so you will have to use the print screen key to save any clues you find. You can use some screen capture freeware like Snapper to easily save screenshots while in-game.


The art book (or \u201ccommentary book\u201d) was an interesting read (it can be downloaded from the \u201cmanual\u201d link located on the right side of the game library page). I did not know much about a developer\u2019s work, so it gave me some insight about how the thinking and making process during game development works, but it could be a boring read for some. It also gave me some understandings about some aspects of the dream world in the game, and it contains some hints and solutions of the puzzles if you are stuck (but the pixel hunting puzzle solution map can be found on the forum).


If you forget the awful pixel hunting puzzle, it was an interesting game to play. If you enjoy puzzles games and reading while exploring some imaginary surreal world, I would definitely recommend this game to you.. point and click game with bad mouse pointer. You click around and random text appears. The menu is hidden and I had to guess how to do the most interesting action, quit.. This game has a very beautful art work, voice and music choice for its theme which I really enjoyed and kept me playing. The story, while being fair, was enough to keep the theme interesting enough to be invested in the character, Reader, and his companion, Writer. While some acts had some satisfying puzzles like Act 1, 2 and 5, the remaining acts were very annoying as you had to find the right pixel to click on to progress further in the game (had to use a guide to find their exact locations). Dialogue in the game at first was alright but takes a noise dive as you progress, the conversation with Singer was, to be direct, cringey.

Overall, I enjoyed it for what it is and hope the developer decides to try a new IP that plays into the developer's strength, the art concept (character and environment design) and music with a melancholy theme.. Good game for those who speak well english and have an high IQ! it's pretty much an Mensa IQ test without looking at the guide:). point and click game with bad mouse pointer


Archipelago Progress and update plans:
Archipelago is shaping up nicely! If you haven't checked it out yet, you can try it on the beta branch (instructions here)! This is a brand new screenshot from today's beta branch update:



I'm happy with the layout of the new map, so my plan is to finish up the overall structure of Archipelago and release it on the main steam branch as Early Access Update 2 next week. Don't worry, I will continue improving the map at a later stage, but I think it's good enough for now!

This is what Archipelago looks like at the moment:


After releasing the Early Access Update 2, I will shift my focus to custom map support and workshop integration. This means that I will start rolling out the official modding tools which are used inside the Unity Editor. There are already some really cool map ideas drawn by community members, and some of you even started making levels inside the Unity Editor!

This is a custom map idea from community member McDenny's09:


If you want to get access to the Map Making tools as soon as possible, make sure you join the discord chat server over on https://discord.gg/xavGMJa!

Thanks!. Rivers & Citadels - Early Access Build 13:
Rivers? Check.


Citadel? Check.


Smoke? Check.


This update introduces new maps to Ravenfield: River Delta and Citadel. This brings the total number of maps up to 9! Included in the update are numerous tweaks to the AI. Bots will now use entirely new paths to attack flags, so expect battles to be more dynamic than ever!



The official Ravenfield armory has also received some new weapons such as a smoke grenade and entirely new grenade launchers! You can try out the new sight zeroing feature on the grenade launchers, especially useful for hitting long range shots (Hold T and scroll up/down to zero the sights). You can see what sight option you're using next to the ammo counter in the bottom left corner:



Full change log:

Main features:
- Added River Delta map
- Added Citadel map (it's still in early development, expect bugs!)
- Added Smoke grenades to block sight
- AI will use smoke grenades to cover their attacks.
- Added support for alternate weapon fire, switch with X. (available on the Patriot GL)
- Added support for alternate sights, switch by holding T and scrolling up/down (available on Patriot GL and Thumper)
- Added Patriot GL, which is a Patriot with an underslung grenade launcher.
- Added Thumper grenade launcher.
- Improved how AI navigates the map, they will now spread out and use new paths when attacking.
- Added support for objects blocking the AI's vision. This is used in smoke grenades and some trees to block their vision.
- Added loading screen when starting a map. It's work in progress and silly, I think you'll like it!

Other fixes:
- Buffed Patriot by increasing its projectile speed and reducing the spread slightly.
- Scalpel has been reworked, it now deals significantly less damage but can be resupplied and comes with spare missiles. Makes it a viable but slow anti-armor weapon at long ranges.
- Reduced bounce on grenades to make it easier to land them just where you want them.
- Some tweaks to audio mixing.
- Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot.
- Updated weapon reflection sounds to include a firing sound.
- Fixed AI not driving animation driven vehicles (such as walkers) properly.
- Removed AI running away from incoming vehicles (It's much more fun to just run over them instead)
- AI now runs away from grenades only if they can see them.
- AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away. Vehicles up to 3 km and really large vehicles up to 10 km. These are only the theoretical maximum values, in reality AI's vision range greatly depends on the map's fog setting.
- Fixed a bug where AI would not fire in vehicles.
- Fixed a bug that would sometimes cause very long loading times for custom maps.
- Improved how AI drives vehicles. This especially affects boats and will make them less prone to crashing into scenery.
- Fixed some camera bugs with photo mode.
- Misc AI tweaks


Hotfix:

- Added some missing colliders on houses in Citadel.


Enjoy the update!

/SteelRaven7. AI Commanding - Early Access build 4:
Heya!

It's time for a new Ravenfield update, Early Access build 4! This update focuses on AI commanding and letting you control the battle!

Important: This update introduces a few new keys to the game. These will automatically be bound to default values, but you can rebind them in the input options menu. A few users have reported some issues with their inputs when starting the game for the first time. If this happens to you, fix it by simply loading an input preset or bind any weird keys.



Changelog:

- Updated to Unity Engine 5.6.3p1
- Added 2 new weapons: Automatico and the Greaser
- Added 1 new tool: Squad leader kit
- Significantly overhauled Spec Ops mode, with improved AI and alarm feedback if you get detected!
- Added a new custom map selection menu, makes it way easier to scroll through a large number of maps
- If no icon is provided for a custom map, the game will now display the workshop preview image instead
- Moved vehicle health bar slightly.
- Significantly improved plane dogfighting AI
- AI usage of grenades and rockets against infantry has been slightly reduced to prevent explosion spam.
- Improved AI target filtering. For example, a guy with a rocket launcher equipped will now be more prone to target tanks and cars instead of infantry
- Turrets in most vehicles now turn independently of the vehicle body - this means you'll have an easier time hitting targets while moving!
- AI will now only spawn after you have accepted your loadout, which allows you to make a Battle Plan before the game starts (see below)
- The input menu will now default any unbound keys to the keyboard preset.
- Added bindable key to toggle nightvision if you have it equipped (default N). This also works in vehicles!
- Added bindable key to bring up the Squad leader kit order map (default B). This also works in vehicles!
- Game match settings are now saved between games, so it's way easier to replay that scenario you just set up
- Misc bugfixes and balancing
- Definitely did not add any secret weapons

There are a bunch of new ways to control the battle and command your troops:
- Added Battle Plan tab on loadout/deploy screen, use it to draw a plan for your team
- You can optionally tick "Always follow plan" to make AI never stray from your orders (unless none of your orders are active)
- In battle planner, click a point to create a defense order or click and drag to create an attack order

- Added Squad commanding, aim at a teammate and press the Call Squadmember key (default G) to have them join your squad
- The number of members in your squad will be displayed over the health/ammo indicator.
- Press the squad key to make your squad move to a location
- Aim down when pressing the squad key to have your squad regroup and follow you
- Hold down the squad key to bring up other orders, aim at one and release the key to issue the order.

Available squad orders include:
- Commandeer vehicle (Have any passengers join your squad)
- Enter/Exit vehicle
- Attack/Defend flag
- Goto (Aim at the ground)
- Regroup (Aim at your feet)



You can also issue most of these squad orders via the Squad Leader kit ordering map, giving you more flexibility when your squad is far away from your location.

Hotfix 1:
- Fixed equpiiing night vision goggles preventing you from spawning

The squad commanding UI still needs some fine tuning, but I think it works well enough for now!


I hope you'll enjoy this update!

The modding community has been aching to get custom weapons into the game, so official weapon modding support is what I will focus on for the next update. I also want to add a new official map soon.

/SteelRaven7. Coastline - Early Access Build 8:
This update is mainly about the new map - Coastline!



Coastline is probably the most ambitious Ravenfield map to date, and focuses on close quarters engagement and verticality with the battle raging from sea level all the way up to the mountain ruins.



This update also introduces new features such as the Configure Flags option, allowing you to customize a map's flag layout before starting the game!



Full EA8 Change Log:

- Added Coastline Map
- Added Configure Flags option
- Significant AI changes:
> AI will now acquire new targets much faster, giving them a quicker reaction time and challenge
> AI now has a Close Quarters mode where they automatically take cover when under fire.
> Improved AI's CPU load so it's more spread out, meaning less frame drops/stutters caused by AI.
> Misc AI fixes

- Added ladders (Press use key to enter them)
- Added water volumes, allowing maps to have lakes/etc on other heights than just the ocean water level.
- Added alternate path AI hints, letting map makers hint the AI on how to spread out in a level when attacking capture points.
- Added damage zones
- Added speed limit zones, letting map makers hit the AI on what speed to traverse special zones in a level.
- Added configurable-per-flag AI defense strategies for map makers.
- Added one way level neighbors
- Player only takes balance damage from getting hit by AI (still needs some tweaks, but it's better than just insta dying!)
- Added cloud
- Strictly no ET activities allowed


Hotfix 1:

- Looks like the ET activities have been contained... for now...


I hope you'll enjoy this update!

/SteelRaven7.

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