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In case diving out of rogue planes and avoiding rubber chickens is your kind of thing... https://store.steampowered.com/app/3169660/Looney_Landers/ Happy gaming!
Hi guys,
It's time for some quick news!
Some users have reported technical issues with certain Nvidia 40XX graphics cards, such as the game freezing or crashing. As a result, I am updating the game engine in the hope it will help resolve the issues. I'll need to make sure this does not introduce new problems before releasing the build.
More new on that soon.
Other than that, the much requested soundtrack for Cash Cow DX will land on February 3rd!
Feel free to wishlist it here to be notified when its released:
https://store.steampowered.com/app/3439400/Cash_Cow_DX_Soundtrack/
On a sidenote, Looney Landers which is launching on February 5th, will also have the soundtrack available from day one! Those who remember the unique Sound Blaster and AdLib FM sound cards will get warm fuzzy feelies here...
https://store.steampowered.com/app/3169660/Looney_Landers/
Arcade authentic features:
- Native 240p
- CRT compatible
- OPL sound
Have fun and take care!
Hi everyone, Its been a while, so heres the latest on whats going on! Lets start with the fun stuff.
Hey everyone,
Im thrilled about the positive feedback that Cash Cow DX has been getting, and your support means the world to me.
That said, reaching 50 reviews or more is really important for a game to be featured in search results on Steam, thus helping more players find it.
At the time of writing, Cash Cow DX is halfway there.
If you have enjoyed your time with the game, I would greatly appreciate you leaving a little review for the algorithm.
Thank you so much!
Following Donut Dodo and Cash Cow DX, Looney Landers is the third title in the Class of 1983 arcade trilogy.
Looney Landers is a short and goofy classic arcade party game, for 1-2 players. Compete against friends, family, or the CPU to claim the top spot on the leaderboards in this score-chasing frenzy.
The game combines elements from Sky Diver (Atari, 1978), Sky Skipper (Nintendo, 1981) and Peggle (PopCap, 2007) to deliver an utterly wonky gameplay experience.
You can wishlist Looney Landers here.
Thank you for the support!
The discussion of more or less inertia for the player was simply not going away, with an increasing number of you sharing your thoughts on the matter either publicly or in private.
And when you care, I care.
The fair thing to do in the end is to offer you the option to choose your preferred playstyle:
Inertia Mode: Classic / Modern (classic being the original weighty version)
This update will be rolled out on all supported platforms.
Have fun!
Update 1.10 brings only one change to Cash Cow DX, albeit an all important one:
player controls!
After experimenting with alternative schemes for quite some time, the change of direction mechanic was bugging me, and has now been rebuilt to be instantly reactive, as opposed to the previously slippery and weighted movement.
Even seasoned players should appreciate the change.
Its nice having more control, and the game feels much more snappy and dynamic as a result.
Hope you like it!
Many of you are enjoying Cash Cow DX on a multicade or home-arcade setup.
Pretty much since launch, you have been requesting an arcade mode, for a more authentic experience, displaying only options that you might find on an actual arcade cabinet.
In order to work on all builds and configurations, entering and exiting arcade mode is easy.
To enter arcade mode, hold Select & Start on your controller (1 & 5 on the keyboard) when the game is loading, while the pixel logo is displayed.
To exit the game, repeat the process while on the start screen.
When in arcade mode, only Start Game is accessible from the start screen.
The option to practice has also been removed.
It should be noted that this change is purely cosmetic. There are no changes to gameplay or content.
This mode is for non-commercial use only.
Happy gaming!
Hi everyone! It's been a busy couple of weeks! So busy in fact, that this already marks version 1.09 of Cash Cow DX without having taken the time to share all that's been done since launch. Thank you for sharing your thoughts and feedback on the game, and for the many great suggestions! All of these have lead to quite a few changes... Let's dive right in. Stage 1 - Looping's Removed the player auto-jump mechanic after completing a looping, to avoid cheap deaths and give the player more control. Also, the spikes after the central loop were moved further out. Stage 2 - Trampolines Initially, the trampolines worked like lifts, similarly to how they operate in the arcade classic Mappy. It turns out this mechanic has not aged well, and it was quickly replaced with a more modern and intuitive behavior. Stage 2 - Pipes Modified the warp-pipe placement for more leeway. Stage 4 - Minecarts Reset all minecart positions on player death to avoid soft-lock situations. Bonus Stages Revised all barrel timings to make scoring EXTRA more accessible in the given time. Balancing It turns out that some of you got so good, you could play forever in Marathon mode. :) All speed locks have been removed, which should lead to a demise at some point. Bits and bobs - added mid-air player control during drops from ledges - fixed broken Milk Shake achievement - fixed global scoreboard rank not displaying - fixed occasional crash when loading a new stage - fixed conveyors not pausing when entering a boss fight - added animated visual cues to mineshafts where it's safe to drop - adapted the conveyor belt design to match each platform - added a score combo display to the HUD - addressed a bunch of minor quirks and niggles Happy gaming! Have a great weekend!
Watch young game design students play an old-school arcade game! Curious to see how that goes. :-)
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