2023-1-14 21:12 /
尚未探索的:
1.地图中间,第一次获得冲刺的地方往上走经过三道黑门,头上有个二连跳加上旋斩也无法跳上的平台,平台上有生命碎片。
2.在地下(视野黯淡的区域)靠左边的角落捡到三张“藏宝图”,画了地形和指向某处的箭头。尚未寻宝
3.地下的一个房间,地图上显示一个对话框和两点,进去了却什么也没找到什么也没发生。
4.某个记录点过去左边有个boss房间,中间漂浮着三个面具碎片。好像是打倒一次带路大叔就会获得一个,没找到第三个。
游玩tips:
1.两种键位推荐:RT普攻,LT冲刺,RB或LB地图。RB普攻,RT远程,LB开地图
2.冲刺后会有硬直,硬直可以通过跳跃或锁定突刺取消。冲刺后可以秒锁定突刺,几乎不需要蓄力(一种连招)。
3.hard模式难度略低于空洞,容错很高,强烈推荐。
4.超过三个按键的搓招实战很难搓出来,可以不用
5.对人形boss魂类二人转的打法依旧好用,可以选择冲刺或突刺到身后躲避对方攻击
6.远程魔法可以打断部分施法

幕后故事参考 "Indie"
“小小勇士”:有关《Ato》和制作人 Brandon Song

什么谜之声被抢注了的weibo

游戏官网
Ato is a game that started as a short experiment, but overtime grew organically into what you see now. I didn’t have a clear goal at first and there was a lot of difficulty and change that occurred as it developed. When I first started to make games, while I had a degree of understanding gameplay design, I still struggled to understand how to tell stories and bring out an emotional reaction from the player. In some ways, if you were to play all of my games, you’d slowly start to see the attempts and discoveries that were made. Ato was a process of discovery while also exercising all the knowledge I’ve obtained. To it’s core, Ato is a story of family and the father that you play as is driven to protect his no matter the cost
(Ato)Q&A With Brandon Song
What Metroidvania titles are among the development team’s favorites that impacted the development of Ato?

Metroid Fusion, Super Metroid, Hollow Knight. I would also say Shadow of the Colossus《旺达与巨像》.
What were the most challenging aspects of developing the game?

Developing it solo, there are a lot of tasks that I’m not good at, and had to make up my own solutions to coding/technical problems. There’s also the aspect of just mental health and it can be hard to be motivated to work on a project for a long time, especially when there isn’t much reception to be had. Financially has also been a struggle because I’m basically giving up having a career and living off of savings just to make something I love.
Tags: 游戏

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