A lot of things did happen during the last eight months. So much stuff, not enough time to write a post. Here's some of the changes you can check in the unstable beta branch:
- Hard mode
- New and better combat music
- New weapons
- New ammo boxes
- New levels and a lot of small changes to all the levels
- Blood splatters
- In-game vending machines (only for in-game money)
- Main menu redone
- Use key and usable objects
- Jumping and firing input buffering
- Small explodies now damage other enemies when they explode
- Terminal ballistics force vector corrected
- The demo doesn't throw you to the main menu after completing the tutorial, instead loading the next level
- Item outlines are now visible when they should and not visible when they shouldn't
- Better static objects collisions, but I'll make it even better for the next stable release
- Gnoo movement behavior reworked, but it will be reworked again in the future
- Doors behave better, but I'll make them behave even better for the next release
- Fixed focused checkbox style
- Rapto fireballs can hit you from much longer range
- Rapto fireballs can damage other enemies too
- Weapons are held closer to the camera
- Shaders reconfigured to appear more detailed
Q: How do I beat Barrels of fun? A: You are not supposed to beat this, the goal of the challenge is to kill and loot as much as you can. Q: is this something new or is it an old game? A: It's so new it's not even released yet and probably won't be for another year or two. Q: Why does it feel so hard? A: Because it is, unlike most new games, not too easy. If it feels too hard, try that green button in the main menu. Q: What if I can't survive the ambush in the tutorial? A: If you can't survive it, it's game over. Q: Why does it sound so random? A: Most of the current sound effects are temporary placeholders. I promise to replace those with something much better closer to the release. Q: Will the game be available only on Steam? A: No, there will be other ways to buy the game. Q: What are those creatures? A: You can check creatures and other objects names in main menu credits more credits Q: Is there any difference from one handgun to another? A: Yes, revolver, for example, shoots much faster, deadlier and more accurate bullets. Q: Does it take two bullets to kill fireball throwing enemy? A: Bullets deal less damage less velocity they have. So if you shoot from further away, you'll need more bullets to kill the same enemy. Q: Are there any automatic weapons? A: Not yet, but some are planned. Q: Is this the Flight of the Bumblebee playing when enemies are attacking? A: Yup, that's a modern remix of that. Q: Why is this background music is so amazing? A: It was created by Alexander Nakarada, he's good at composing music and also a good person. Q: Isn't this amount of grass too much? A: You can reduce it in the settings if you don't like it. Q: Someone please give me a revolver already, Shifting rock ravine is too hard without it! A: It's hidden right behind starting point, turn around and look behind the hubble.
Fixed
- 1911 first shot after manual reload is not animated
- Castle of doors yellow door spawner trigger premature fire
- Some enemies are immune to suicide explosions
- Proceed to build-specific map on the purple cubic rock
Changed
- Achitecture collision has been adjusted slightly
- Impact physics and terminal ballistics are now 20% more accurate
- Fireworks look 400% cooler now
- Better gamepad detection
- Better text render for world text elements
New features
- Level intros
Fixed
- Demo version doesn't tell the user it's a demo version
- Tutorial ambush spawner firing prematurely
Changed
- Locked level buttons are now disabled instead of being hidden
- Player collision and camera position has been adjusted a bit
- Ballistics physics are even more realistic now
- Greatly increased all firearm projectiles initial velocity
- Colt 1911 and a shotgun are now available in the demo
Good news, demo download button is there now!
It's still very much incomplete and now you can try it yourself and see how incomplete it is.
Good news, we have a page in Steam now! It will take some time before the game will become available here, I want it to have more content and be worthy of your money. The demo will become available as soon as I figure out Steam features integration (achievements, cloud saves and what else). And it will be free. Eventually (before the release) the game will be localized to multiple languages, so those who want to enjoy it not in English will be able to.
Shroomscape Zone
Ewan McSandres
Ewan McSandres
eventually
Indie Adventure Singleplayer EA
Game News Posts 6
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
No user reviews
(0 reviews)
https://www.sites.google.com/view/tapninja/home
https://store.steampowered.com/app/1896330 
This is a game made with the sole purpose for you to enjoy it
The game is not too easy.
It is still very fun and fair, but it does require you to put some effort if you want to beat it.
It doesn't use any cheap tricks like not allowing more than two enemies to engage at once or always missing their first shot.
If you manage to wake up a hundred monsters, they all will be trying to kill you!
And if an enemy explodes, physics go fair:
There are some platforming elements.
So you'll have to jump on and around things.
Jumping around is fun.
Jumping around cool and beautiful architecture is very much fun.
Jumping and failing just because you've pushed the jump button for a nanosecond too long or short is not fun.
I want this game to be fun.
So platforms are not thin and precision is only required for aiming, not for jumping.
- OS: Kernel 3.0 or later
- Processor: Intel Core i5-2400 / AMD FX-6300Memory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Nvidia GeForce GTX 960 / AMD Radeon R9 280
- Storage: 3 GB available space
- OS: Kernel 5.11 or later
- Processor: Intel Core i5-6600 / AMD Ryzen 5 2500XMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce RTX 3060 Ti / AMD Radeon RX 6700 XT
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