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Name

 Genokids 

 

Developer

 Nukefist 

 

Publisher

 Nukefist 

 

Tags

 Action 

 Indie 

 Strategy 

Casual 

 

RPG 

 

Adventure 

 

Simulation 

 

Free to play 

 

Sports 

 

MMO 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 Coming soon 

 

Steam

News

 9 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1239360 

 


LINUX STREAMERS (0)




Progress Updates #1 to #5



We've been hard at work with Genokids since our last update and thanks to that we have lots of stuff to share with you. A whole 5 progress updates worth of stuff!

You can expect new future updates every one to three months, it will depend on how much of what we make can be made public without spoiling anything important.

[h2]Progress Update #5 - Mechanics, Creative rewards and Release info[/h2]
New mechanics and the announcement of Genokids aiming for an Early Access release.
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/4084079

[h2]Progress Update #4 - Schmovement and Fans[/h2]
New mechanics, and changes to the original idea for the fans.
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/4001728

[h2]Progress Update #3 - September/October[/h2]
A bit about levels, fans, story and skins.
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/3910603

[h2]Progress Update #2[/h2]
Some talk about the story.
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/3901815

[h2]Progress Update #1[/h2]
Level design and a bit of talk about technical stuff.
https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game/posts/3870314



We post on Twitter and YouTube too. If you can't wait for a progress update to see new stuff you may like what we post there. You will also find random stuff and bugs, so be prepared if you decided to follow us.

https://twitter.com/nukefist



That's all for now! Thank you and see you in the next one!


[ 2024-04-28 21:29:38 CET ] [ Original post ]

v0.2.319 / Performance and bug fixes

This update focuses on fixing all the known bugs in the demo while also improving the game's performance.

Until now it was easy to work at the same time both in Genokids and its demo, but the gap between them has grown, which means that from now on the demo will only receive bug fixes. We will be focusing only on important bugs, specially if they not only affect the demo but also the main game.

Thank you for playing the demo so much!

[h3]Improvements[/h3]


  • Reduced the amount and severity of frame spikes.
  • The graphic settings menu doesn't show anymore the FPS limiter setting when VSync is enabled as it has no effect.
  • Improved the quality settings menu by adding descriptions to each setting.
  • Added, removed and renamed some graphic settings to simplify the quality settings menu.
  • Autodetect quality settings the first time ever the game opens. This has been added together with the description of quality settings to try to prevent players from lowering settings that have little effect in performance but hugely affect the graphic quality.
  • Added transparent scaling, which allows rendering only the transparent objects at a lower resolution.
  • Added a setting to change the rumble intensity of the connected gamepad.
  • Added a back button to the input rebinding window that opens after selecting an input to rebind. It was possible to avoid rebinding before, but required choosing either "Button" and "Modifier + Button" and having to wait until a timeout runs out and cancels the rebinding process.
  • Prevent SMAA from affecting the UI as it makes text less readable.
  • Changed the compression settings of multiple textures to use less disk space.
  • Changed the compression settings of some audio clips to use less CPU, sometimes less space.
  • Improved loading times using several techniques, being improved audio loading settings the most impactful one. Loading the level takes less than a second on a fast computer when before it took around 6 seconds. This difference is more pronounced on slower computers.
  • Improved the settings on all quality setting presets.
  • Added TAA as an alternative antialiasing method to FXAA and SMAA. Due to limitations with the custom graphics pipeline Genokids uses, TAA's quality is limited.
  • Added an option to disable the interpolation of physic objects by distance to the camera, as it's only a visual improvement that can cost lots of CPU for slow computers.
  • Slightly improved the framerate smoothness during loading screens.
  • Genokids now look towards the movement input when they have no target.
  • Optimized general CPU and GPU usage.


[h3]Fixes[/h3]

  • Red's Power charge flow attack's hitbox was activated late when in hyper mode resulting in enemies next to Red not being hit.
  • It is now not possible to go out of bounds with all the previously known oob techniques.
  • The mouse cursor won't show up during the starting screens and loading menus if a gamepad is connected to the computer and is being used instead of the keyboard and mouse.
  • Camera no longer gets inside the character when the ceiling is too close to his head.
  • When two input actions, one of them with a modifier, share the same button, they won't fire at the same time anymore and instead only the one with the modifier will fire.
  • Enemies being dragged by hitboxes no longer stop being dragged seemingly at random.
  • The Valkyrie cannot be easily killed anymore by just repeatedly attacking her with a single basic combo attack and waiting for a short amount of time.
  • The Valkyrie doesn't change the target of her missile barrage mid-attack anymore.
  • Fixed intense flickering on objects when the number of dynamic lights affecting it was higher than 8.
  • Debris from broken objects was able to float on the air in a specific area of the last resting area before the Valkyrie due to a misplaced invisible collider.
  • Blue's Jetsaw and Red's Power charge forward movement is no longer blocked by the enemy being dragged if it's very close to the Genokid.
  • When starting to move the character and pressing block on the same frame the Genokid performed a block instead of a dodge.
  • Characters no longer get stuck floating on the air as long as they were colliding with the place where two walls meet and trying to move towards the edge the walls form, instead now they slide down.
  • Enemies that fall to the dark goo are now removed.
  • The camera is no longer able to show what's behind walls and floors on the edges of the screen when using a very wider or tall resolution.
  • Fix the music was not able to loop correctly in some situations.
  • The camera no longer goes out of bounds when switching characters while running mostly parallel towards a wall.
  • The flow help box was unable to automatically collapse when the flow attacks had been rebinded. Now it's able to as long as all four flow attacks have a modifier and set to the same button.
  • When showing input icons, left mouse button click could be shown as a long string of text instead of a mouse icon performing a left click.
  • Genokids no longer get stuck during a fast-moving ground attacks when the ground is uneven or steep.
  • Sliding can now be initiated by dodging downwards in ramps that were previously too steep to work.
  • The Valkyrie no longer rotates like crazy when using the revenge attack against a Genokid that was close to her and tagged out.
  • The style meter no longer treats being healed by breaking a green clump as being damaged.
  • Many other small fixes.


[ 2023-07-29 03:01:04 CET ] [ Original post ]

v0.2.0.371 / Momentum update

New:


  • Movement (while grounded or on the air) is now preserved when switching characters.
  • Aerial dodge now is able to preserve momentum.
  • Genokids will stay locked to the last target they had before tagging out to another Genokid. This allows for the current one to lock-on any target without distracting the other band members on the field. As long as their target stays alive, otherwise they will find a new target if needed.


Changed:

  • Increased the strength of the off-screen enemy attack alert on the screen edge so that it's more noticeable.
  • Improved locking system when dealing with some parkour targets that was resulting on going back to the last target instead of the next one.
  • Improved locking system when dealing with parkour targets mixed with enemy targets.
  • Blocking and dodging have now the same duration while on hyper instead of it being slightly shorter.
  • Added the version number to the pause menu and end screen.
  • Added the ability to remap dodge and block separately.
  • Added the ability to hard lock enemies that are somewhat outside of range even when the soft lock shows no targets.


Fixes:

  • Fix out of bounds when getting pushed by moving colliders. All colliders have a go-through priority number, which indicates in a worst case scenario which collider will be ignored, to avoid going out of bounds. This number is calculated from a set of simple rules, but they gave the same priority to the walls of the level and the moving rotating spikes, leading to both colliders being equally valid to go through if needed.
  • Fix pressing the locking button sometimes does nothing.
  • Fix attacking in any way on the same frame as performing a switch leads to the attacking input being dropped.
  • Fix Shaman enemies stop attacking when the Genokid is very close to certain walls in the level.
  • Fix while driving the bumper car, the character gets visually inside the car when pausing the game while the car was moving.
  • Fix lack of smoothness sometimes when an animation with root motion ends and transfers its momentum to the character physics.
  • Fix camera rotates automatically to look at the current targets when doing "The end" while Blue isn't the current character.
  • Red's "Nukefist" and Blue's "Razor Wings" now always respect the locking system instead of trying to get their own targets on their own.
  • Fix trying to hard lock enemies can fail while in range if they are behind and close to the locking range limit.
  • Fix Blue checks the user input when using the "The end" flow special while not being controlled, leading to her launching the attack following the input direction, if any.
  • Fix errors in case the device executing the game has unsupported input devices connected to it.
  • Fix default graphic presets not always correct resulting on the graphics window showing custom settings instead of one of the presets when opened for the first time ever.
  • Fix list of window modes wasn't correct on some platforms. Some modes where unsupported while others weren't present.
  • Fix footstep's sound so that it plays a single sound instead of multiple for every step.
  • Small general fixes.


[ 2023-05-01 01:23:47 CET ] [ Original post ]

v0.2.0.244 / input rebinding

New:


  • Rebinding system has been rewritten. It has been reworked as generic as possible so that it allows for rebindings like rotating the camera with buttons or using modifier keys.


Fixes:

  • Fix bugs with rebinding some gamepads.
  • Fix Getting hit during a wallrun and on the same frame that jump has been pressed disables gravity as the character becomes unable to internally cancel the wallrun state.
  • Valkyrie does less attacks in a row when getting revenge.
  • Fix camera isn't smooth when zooming while transitioning from and to close mode, plus small fixes with how camera moves and colliders when in close mode.


[ 2023-04-21 18:51:43 CET ] [ Original post ]

Kickstarter: We are LIVE!



Genokids is now live on Kickstarter! You can show your support by checking it out at https://www.kickstarter.com/projects/nukefist/genokids-character-tag-action-game


[ 2023-04-15 01:34:10 CET ] [ Original post ]

#6 devlog? Yes, please

A brand new devlog is out! After five consecutive devlogs, here it is, the #6 and latest devlog!
This time it's all about Yellow, a happy new little enemy and a some more stuff :D

You can read it here: https://genokids.com/blog/devlog-6

[previewyoutube=LPxYwRRMhpw;full][/previewyoutube]


[ 2022-03-08 21:31:51 CET ] [ Original post ]

We made our #5 devlog!

[previewyoutube=NAeJlzHBNPE;full][/previewyoutube]

We made a new devlog! Check it out here! https://genokids.com/blog/devlog-5


[ 2021-12-05 18:33:36 CET ] [ Original post ]

We made our #4 devlog!

[previewyoutube=PlQ_yoB8vnw;full][/previewyoutube]

We made a new devlog! Check it out here! https://genokids.com/blog/devlog-4


[ 2021-07-14 02:20:58 CET ] [ Original post ]

Kickstarter: We are LIVE!

[previewyoutube=qO6DwRWQ2uI;full][/previewyoutube]

You can follow the campaign HERE:
https://www.kickstarter.com/projects/nukefist/genokids-cooperative-hackandslash?ref=81tizv


[ 2020-10-14 01:47:05 CET ] [ Original post ]