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0.0.12

Build 0.0.12 time! Woo! Golly this one took a while, and then a while again. In case you ever needed confirmation, implementing pathfinding for very mobile platformer characters through procedurally generated levels is tough. But I did it! Mostly! There are still some quirks and hiccups here and there, but I think this new AI, much like the level generation itself, will be the sort of thing that's constantly getting tweaked and improved as development continues. However, this AI update now marks the last "Large Feature" I needed to get done before the Anticropolis + Co-op build. Does that mean the big chunky Anticroppy update is gonna be next? Well, unfortunately not. As I'm sure you've noticed this last one took way longer than I was anticipating and so I'm a fair bit behind schedule. As such, the next few updates will probably be -- if more timely -- a bit lighter on new features, as I'll be focusing almost entirely on Anticropolis and Co-op stuff. Stevie and I have also been making progress on the leaderboards, so expect those before long as well. The 'smaller features' that I'll be working on in the meantime will be things like; more meals and food items, further additions and improvements to the new AI, more transitional stages, changes to the way traits are obtained and improved, and, as always, fixing crashes and improving performance. Lastly, I'll be streaming some gameplay today on twitch.tv/fourbitfriday in about an hour (4pm PST), so if you wanna come by and talk about things feel free. Without further ado, changelog below: Fixes Can interrupt Execute with Kick Crash when bottling a charge star Crash when throwing pure cracked force star Can learn spells without the space for them Crash in VS mode upon round end if one player's stick has burned away Fishahna are unaffected by slow, pause, and haste Horizontally held enemies sometimes push the carrier backwards Byats grabbed with Heavy Lifting sometimes get stuck in walls Crash upon casting overloaded Wizard Throw New Stuff New Humanoid AI Enemies will now pathfind to their goals [to the player, to allies, to water when on fire, etc] Other tweaks to minimize their dying in idiotic ways It's not perfect! New STR Boon -- Grapple Headgear now shows in character portraits! Changes Floor spikes are more forgiving when landing at low speeds; can be safely stepped on from corpses Revised STR Boons: Removed Overwhelming and Duelist Pounce is a tier 1 STR boon rather than part of the default moveset Focus Strike is a tier 2 STR boon, and more attacks can be focused Can no longer shield-bash 0-hp enemies Fixes and modifications to Heavy Lifting Can climb while heavy lifting enemies Much more maneuverable when holding small enemies Descend while holding byats by holding down Creatures hastened by taunt no longer gain Haste's evasion bonus F1-F3 now toggle different information If weird non-crash stuff happens you can turn on these layers to provide more info to help me fix things! But don't be a cheater 'Overcharge' renamed to 'Energized' to be more different from Overload Next Build TO-DO More Traits and Meals


[ 2015-11-22 23:03:15 CET ] [ Original post ]



Catacomb Kids
FourbitFriday
  • Developer

  • FourbitFriday
  • Publisher

  • 2015-02-20
  • Release

  • Action Indie RPG Singleplayer EA
  • Tags

  • Game News Posts 71  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (512 reviews)


  • Review Score

  • http://www.ckgame.net
  • Website

  • https://store.steampowered.com/app/315840 
  • Steam Store

  • The Game includes VR Support



    Catacomb Kids Linux [221.01 M]

  • Public Linux depots

  • The Origin Of Dungeons

    500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.

    What Lies Beneath

    Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.


    The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness.
    MINIMAL SETUP
    • OS: Ubuntu 14 or aboveMemory: 512 MB RAMGraphics: OpenGL-capable graphics card with valid driver
    • Memory: 512 MB RAM
    • Graphics: OpenGL-capable graphics card with valid driver
    GAMEBILLET

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    0.75$ (85%)
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    47.97$ (20%)
    11.95$ (8%)
    2.50$ (90%)
    3.00$ (80%)
    1.00$ (90%)
    33.59$ (16%)
    8.39$ (16%)
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    GAMERSGATE

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    0.75$ (92%)
    11.04$ (63%)
    1.88$ (92%)
    6.0$ (85%)
    0.75$ (92%)
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    0.53$ (95%)
    1.5$ (90%)
    15.39$ (38%)
    30.0$ (50%)
    1.8$ (77%)
    0.53$ (95%)
    19.0$ (52%)
    1.88$ (81%)
    7.58$ (49%)
    11.24$ (44%)
    1.13$ (92%)
    1.13$ (92%)
    0.75$ (75%)
    4.0$ (90%)
    4.5$ (85%)
    0.98$ (90%)
    0.75$ (92%)
    5.0$ (90%)
    1.5$ (92%)
    1.5$ (92%)
    5.0$ (90%)

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