New Lighting, New Menu, Seeded Runs
Long time no update! I've been mostly plugging away on UFO 50 in these intervening months (Go wishlist it!!), but I've still been making progress on CK when time permits - in between moving to a new apartment and doing contract work.
Here we have at last; one feature in particular that I have dreamt of for years: shadow-casting lights and line-of-sight based fog-of-war!
At long-last, things can truly lurk unseen around corners and behind closed doors! This is a pretty significant change to a long-standing gameplay mechanic, but hopefully it will be a welcome one. In all other regards lighting still works the same way; lightsources, once encountered, remain visible thereafter. It's still useful to toss torches ahead of yourself to get the ley of the land, but this change also has the effect of making the Wanderer's class ability, lanterns, and equipment that grants telepathy suddenly much more valuable.
The other main thing you'll notice is that the title menu looks...completely different!
I called myself clever with the previous version, trying to do something unique with a menu based on quadrants but it turns out there's a reason most games have a menu in a nested list format and that's because it's intuitive and easy to navigate. Lesson learned: don't reinvent a wheel unless it's really central to your whole deal. As it turns out, title menus are in fact: not central to CK's whole deal. So something more typical is warranted (and welcome). Along with the new menu however, come some other new features:
Seeded Runs are a new kind of game mode where you can enter the seed yourself and play it as many times as you like. Unlike most of the other game modes, however, Seeded Runs never save (not even a little bit).
Daily runs have also been updated to allow you to try them as many times as you want, though only the first run counts for earning coins. Currently the Daily Run and Seeded Runs are pretty similar in that they allow you to play the same seed as many times as you want, but I plan to eventually add twists to Daily Runs like "all corpses explode", "you hate all weapons", or "all damage is 2" etc. There have also been a smattering of other tweaks, bugfixes, and general housekeeping too so check out the changelog for a full list.
[ 2024-03-25 06:04:18 CET ] [ Original post ]
Hey.
Long time no update! I've been mostly plugging away on UFO 50 in these intervening months (Go wishlist it!!), but I've still been making progress on CK when time permits - in between moving to a new apartment and doing contract work.
Light and Shadow
Here we have at last; one feature in particular that I have dreamt of for years: shadow-casting lights and line-of-sight based fog-of-war!
At long-last, things can truly lurk unseen around corners and behind closed doors! This is a pretty significant change to a long-standing gameplay mechanic, but hopefully it will be a welcome one. In all other regards lighting still works the same way; lightsources, once encountered, remain visible thereafter. It's still useful to toss torches ahead of yourself to get the ley of the land, but this change also has the effect of making the Wanderer's class ability, lanterns, and equipment that grants telepathy suddenly much more valuable.
Title Overhaul
The other main thing you'll notice is that the title menu looks...completely different!
I called myself clever with the previous version, trying to do something unique with a menu based on quadrants but it turns out there's a reason most games have a menu in a nested list format and that's because it's intuitive and easy to navigate. Lesson learned: don't reinvent a wheel unless it's really central to your whole deal. As it turns out, title menus are in fact: not central to CK's whole deal. So something more typical is warranted (and welcome). Along with the new menu however, come some other new features:
Seeded Runs, etc.
Seeded Runs are a new kind of game mode where you can enter the seed yourself and play it as many times as you like. Unlike most of the other game modes, however, Seeded Runs never save (not even a little bit).
Daily runs have also been updated to allow you to try them as many times as you want, though only the first run counts for earning coins. Currently the Daily Run and Seeded Runs are pretty similar in that they allow you to play the same seed as many times as you want, but I plan to eventually add twists to Daily Runs like "all corpses explode", "you hate all weapons", or "all damage is 2" etc. There have also been a smattering of other tweaks, bugfixes, and general housekeeping too so check out the changelog for a full list.
Catacomb Kids
FourbitFriday
FourbitFriday
2015-02-20
Action Indie RPG Singleplayer EA
Game News Posts 71
🎹🖱️Keyboard + Mouse
Very Positive
(512 reviews)
http://www.ckgame.net
https://store.steampowered.com/app/315840 
The Game includes VR Support
Catacomb Kids Linux [221.01 M]
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
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