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Small movement changes + bug fixes - Dimensional Slaughter Sigma 6.2

The last major update had quite positive reception, however there have been two major complaints: 1. The airborne velocity feels different, compared to previous versions it feels much harder to control especially after a wall jump. and 2. Key binds seem bugged, not persistent. In this update I have attempted to alleviate these issues. Key binds should be persistent now, and I've updated wall jump velocity to handle better. Along side this, I have also made some other changes related to player movement.

  • Sliding down slopes now increases your speed, and sliding up slopes decreases it, albeit the decrease is slight.
  • Upon hitting a ceiling, your upwards velocity is lost and you bounce off instead of staying against it
  • Upon hitting a wall you rapidly lose your horizontal velocity, instead of keeping it and being stuck to the wall
Let me know if you have any other feedback regarding player movement, especially if you have any complaints with regards to airborne velocity as I would appreciate to know all your thoughts on whether the issues have been alleviated. Other changes include:
  • Very slight changes to the Guttersnipe's model
  • Weapons now tilt when you slide
  • Cutscenes no longer add to time
  • The normal punch's animation has been improved slightly, the arm is now no longer so far from the camera
  • Fixed an issue where shocker punches against the floors of Aerial Entrails act 1 wouldn't always work.
So far, there seems to only be one more bug relating to key binds. They don't seem to work properly within the Portal Facility level. This issue has proved very difficult to track, however I am still actively searching for a solution. As for the next update, here are some plans:
  • Adding a quick-swap button
  • Adding randomly appearing powerups
  • Weather effects
  • Random portal spawning locations for some levels
  • Randomized secret button locations for some levels
  • Skippable cutscenes
  • Texture filtering options
  • Giving certain enemies the ability to be knocked back by explosive forces
Be sure to follow me on Twitter for more regular development updates, and if you want to give me more direct feedback, be sure to join my Discord server, as I am very active there and I regularly converse with members about their feedback.


[ 2023-03-12 07:09:22 CET ] [ Original post ]

DIMENSIONAL SLAUGHTER
Bashir "ManliestDev" Kashalo Developer
Manliest Interactive Publisher
Probably at the October Steam Next Fest Release
Game News Posts: 21
🎹🖱️Keyboard + Mouse
Very Positive (76 reviews)


DIMENSIONAL SLAUGHTER is a Fast-Paced Movement Shooter that takes the best parts of what makes both modern shooters such as DOOM ETERNAL and old shooters like QUAKE fun and sticks them in a blender with fast paced Rogue-Like progression and Perma-Death,
leaving for an even more intense experience with absolutely NO space for filler.

In DIMENSIONAL SLAUGHTER gameplay is put first and foremost. No intrusive story, you hop right into the combat and learn the ropes as you go. (except for the basic stuff in the optional tutorial).



TRAVERSE DIMENSIONS with your insane movement abilities and MOW HORDES OF YOUR ENEMIES DOWN TO SHREDS in hopes that you may someday return home.

  • Each Dimension introduces two new enemies, each with it's own behavior, so they all add something new to the combat
  • But don't worry! Each Dimension also comes with a new weapon specifically tailored for TEARING THEM TO SHREDS!.
  • The order of the Dimensions is randomized, and so are the levels you will go through. This Rogue-Like level system means you are going to have a real hard time getting used to the arena design, so you better gIt gud.


You stop moving, you die,
  • Bullets are fast in this game and deal a lot of damage, as are a lot of the enemies. The only way to evade those attacks is to surpass the speed of your enemies.
  • On top of that, Ammunition is a reward for movement, so you better NOT STOP MOVING.
  • Jump, Walljump, Stomp, Stomp-Jump? and Slide your way to victory (and ammo)


KILL OR BE KILLED
  • Kill enemies to heal in the brutal fast-paced combat, and also gain points which are needed to access the next level
  • Obliterate them using an expanding set of incredibly destructive weapons
  • On the harder difficulties, you are ALWAYS Losing health, so your only way to survive is to KEEP KILLING!

    The game also has:
  • Cool Retro graphics except hand-drawn by a 16-17 year old
  • Lore that is stored mostly in the manual for a gameplay-centric experience
  • Enemy infighting
  • Secrets that will eventually be used to unlock the true ending
  • A total of 20 levels including a tutorial and secret level
..and MORE!

MINIMAL SETUP
  • OS: linux
  • Processor: 2.4GHZ Dual Core Processor Or HigherMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: GeForce 9800GT Or Equivalent
  • Storage: 3 GB available space
RECOMMENDED SETUP
  • OS: linux
  • Processor: 2.4GHZ Dual Core Processor Or HigherMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia RTX 600000000
  • Storage: 3 GB available space
GAMEBILLET

[ 5589 ]

8.84$ (56%)
16.79$ (16%)
2.60$ (74%)
4.12$ (17%)
33.99$ (15%)
8.39$ (16%)
12.42$ (17%)
15.26$ (15%)
9.61$ (62%)
50.39$ (16%)
4.13$ (79%)
16.57$ (17%)
17.39$ (13%)
17.39$ (13%)
8.47$ (15%)
21.49$ (14%)
1.64$ (18%)
12.45$ (11%)
6.92$ (77%)
6.61$ (83%)
17.19$ (14%)
16.97$ (15%)
44.95$ (36%)
10.53$ (82%)
8.27$ (17%)
21.99$ (12%)
33.99$ (16%)
1.23$ (88%)
35.59$ (11%)
16.90$ (15%)
GAMERSGATE

[ 1485 ]

6.8$ (66%)
3.4$ (91%)
5.31$ (79%)
21.75$ (56%)
0.6$ (91%)
0.75$ (85%)
0.75$ (85%)
0.68$ (91%)
16.74$ (52%)
1.02$ (91%)
2.17$ (87%)
5.1$ (74%)
0.84$ (58%)
6.38$ (79%)
2.55$ (87%)
0.68$ (91%)
4.35$ (56%)
0.6$ (85%)
0.51$ (83%)
1.6$ (90%)
25.49$ (49%)
1.35$ (85%)
17.99$ (10%)
2.25$ (85%)
4.19$ (30%)
5.1$ (87%)
1.0$ (80%)
0.85$ (91%)
5.0$ (75%)
1.91$ (87%)

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