Silent Runner
von Clydeicus
Silent Runner
Tags für Silent Runner
Beschreibung
In Silent Runner steuerst du ein U-Boot und wirst auf Missionen geschickt, um feindliche Schiffe aus Gebieten zu vertreiben. Dir stehen zahlreiche mächtige Torpedos, feindortendes SONAR und natürlich die Fähigkeit zum Tauchen und Verstecken unter Wasser zur Verfügung. Hast du das Zeug dazu, die Kunst der maritimen Tarnung zu meistern?
Spielanleitung
Pfeiltasten – Motor/Steuerung/Periskop drehen. Leertaste – SONAR umschalten. Z gedrückt halten – Torpedo mit Pfeiltasten zielen. Z loslassen – Torpedo abfeuern. C – Auftauchen. X – Abtauchen. P – Periskopansicht umschalten ODER auf Periskoptiefe auftauchen. Solltest du feststecken, halte 0 (Null) fünf Sekunden lang gedrückt, um das Level neu zu starten. Du kannst auch 0 und 1 gleichzeitig gedrückt halten, um zum Titelbildschirm zurückzukehren, falls du das möchtest.
FAQ
Was ist Silent Runner?
Silent Runner ist ein U-Boot-Idle-Spiel von Clydeicus, in dem du deine eigene U-Boot-Besatzung und Ausrüstung verwaltest und aufwertest, während du Unterwasser-Missionen absolvierst.
Wie spielt man Silent Runner?
In Silent Runner weist du Besatzungsmitglieder zu, verbesserst sie, schaltest bessere U-Boot-Module frei und schließt verschiedene Unterwasser-Missionen ab, um Ressourcen zu verdienen und weiterzukommen.
Was sind die wichtigsten Fortschrittssysteme in Silent Runner?
Silent Runner bietet Crew-Management, Modul-Upgrades und Ausrüstungsverbesserungen als zentrale Fortschrittssysteme, sodass dein U-Boot mit der Zeit effektiver wird.
Gibt es in Silent Runner Offline-Fortschritt?
Ja, Silent Runner ist ein Idle-Spiel, das auch dann einen gewissen Fortschritt und Ressourcensammlung ermöglicht, wenn du offline bist.
Auf welchen Plattformen kann man Silent Runner spielen?
Silent Runner ist ein browserbasiertes Idle-Spiel, das auf der Website von Kongregate gespielt werden kann.
Entwickler-Updates
8/25/11 NEW! Survival mode!!! How many ships can you sink before you get sunk yourself?
8/22/11 UPDATE:
- Fixed the AI ship behavior. They should no longer be ramming into the walls at every opportunity.
- Bugfix: Torpedo SONAR alert sound wasn’t playing
+ Passive sonar now makes a warning sound when enemy ships are near, also when enemy ships are alerted to your presence.
+ Title screen spiffification
8/19/11: Thanks to mykael’s, brenden355’s, Ralfo’s, and ideastudios’ helpful comments:
+ N, S, E, W added to radar
+ Periscope view added. Press P to toggle periscope mode if at periscope depth or above. Pressing P while underneath periscope depth will send the sub up to the proper depth.
- Sub now reverses when pressing down
+ Passive sonar added. When enemy ships are near enough, they will flash red through the fog as if active sonar had been used, but without the PING! sound.
+ Maps for levels 2, 3, and 4 have been expanded/improved. Old small square map relegated to level 1.
- Torpedo aiming has been fixed.
- Boat rudder physics fixed
Kommentare
boringegg
Apr. 20, 2012
Needs a depth gauge and speedometer to show your speed and depth and also speed of descent if possible. Yeah, destroyers are way too fast upon detection.
mykael
Aug. 19, 2011
Good start. Things to add - N, S, E, W (and heading) to the radar map so I can see what heading I'm sailing. V - climb to periscope depth. P - Magnified periscope view. When steering, it should turn me as long as I have forward velocity, not just when I accelerate. Pressing down arrow when stationary should make me move astern. Currently I'm stuck rammed into the side of the last destroyer. Torps don't work at 0 range. And I'll second the call for bigger maps. This game play stuff is probably more important than adding more detailed scenery. The scenery seems fine to me.
Hooray! Now I have something better to do today than saunter about the house in a self-indulgent swagger. :D
brenden355
Aug. 19, 2011
Intricate enough the Ascend and Descend is cool but could you have made bigger maps and better scenery the 3D is great tho. So over all a nice game with just abit of improving then it could be totally awesome
...And here I was afraid the maps were already too big! Thanks for your constructive comment, some trees and buildings on the cliffs and islands would be a good idea... maybe even some underwater stuff? I can see to adding some scenery to the maps and tweaking them for increased awesomeness... after I get some sleep of course! :D
xenoargh
Oct. 10, 2011
Really great idea for a game :-) A few suggestions: 1. Destroyers seem to suddenly move really, really fast sometimes when they detect you- they go from zero to right on top of the sub. They sit around too much, imo, but then go hyper-active, which just feels weird. 2. If they fire a torpedo, play a warning sound (IRL, torps are heard on sonar). 3. I know it's not realistic, but strafe with Q and E would make moving around a lot less of a hassle sometimes. 4. Going to periscope depth takes too darn long, same with diving. I know IRL it's not fast, either, but it's a game and I'd like it faster. 5. Some sort of "stealth bar" showing how sneaky you're being would be awesome. 6. Add enemy boomers and attack subs and minefields, plus a big challenge of trying against a carrier's screen (random sonobouys, heh), and you have a very sweet game here. 7. The art's not really that important, although it'd be nice to not always be in fog.
These are great suggestions! I know that I'm definitely going to do a sequel to this game, but I'd like to not make it consecutively to this one and first do an unrelated game instead. It will most certainly happen though.
kogut9
Apr. 06, 2012
there should be pressure resistance that don't let you silk too long and too deeply (slowly renovate when you emerge)