Update 1.1 : Even Darker
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
[ 2015-11-25 22:32:16 CET ] [ Original post ]
Additional Shot Modifiers
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Rebalancing
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Time to Chase - Two New Bosses!
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
Bugs Fixed
- Snake boss will now properly drop a powerup on death in the event that another boss exists.
Update 1.1 : Even Darker
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
[ 2015-11-25 22:32:16 CET ] [ Original post ]
Additional Shot Modifiers
Piercing Shot Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Piercing shot gives all bullets health, which gets subtracted against enemies that it hits; if you hit a small shadow the bullet will continue traveling and potentially hit a 2nd target dealing reduced damage based on health remaining. As you stack this power up without dying you'll be able to hit larger shadows and still be able to pierce them dealing more damage. Bullets won't be piercing through bosses, so while shadows may no longer block your shots, you won't deal "more" damage to bosses. Bullet health: Rank 0: 1, Rank 1: 100, Rank 2: 150, Rank 3: 200, etc Shadows are generally around 75-100 health, increasing with difficulty Damage Powerup: Snake boss, Blob boss, and Side boss will now have this stat increase power up in their drop table, with a close to 15% chance to drop. Bullet size will increase, making it easier to hit targets and larger glow radius. Bullet damage increases 7.5% off base bullet damage. Bullet Damage: Rank 0: 200, Rank 1: 215, Rank 2: 230, Rank 3: 245, etc
Rebalancing
Spiral Weapon & Galaxy Weapon: We wanted to make these stand out from eachother more, with the Galaxy (Twin Shot Spiral) to feel stat wise more like an upgrade to the Spiral weapon which is the starter unlock while still having their own pros and cons. The Spiral weapon will be easier to spam, giving you a constant flow of screen clear; while the Galaxy weapon has more of a punch for when you need it most. Spiral Weapon Charge Up Cooldown: [strike]100[/strike] - > 80 Galaxy Weapon Charge Up Cooldown: [strike]100[/strike] - > 110 Spiral Weapon Total Bullets Fired: [strike]100[/strike] - > 50 Galaxy Weapon Total Bullets Fired: [strike]100[/strike] - > 120 Spiral Weapon Fire Speed: [strike]0.02[/strike] - > 0.03 Galaxy Weapon Fire Speed: [strike]0.03[/strike] - > 0.02 Big Shot Weapon: Nerf hammer was calling, we still want to keep the strategy of using this point blank vs a boss, but this will help make it so you can't get up use this on every boss you see. Big Shot Charge Up Cooldown: [strike]150[/strike] - > 200 More Shadows Spawn limit increase from difficulty: [strike].1[/strike] - > .14 This should help create darker screens as difficulty in the game goes up, as well as on nightmare.
Time to Chase - Two New Bosses!
Names are work in progress, we'd love to hear your suggestions! "Chaser Spawner" boss : This boss will stay on the right side of the screen pelleting you with a steady stream of bullets as well as ocassionally launching a Chaser enemy either on the top or bottom of the screen. "Death" boss : Spawning with a wave of Chasers circling your location, this boss will hunt you you, hitting him with bullets will slow down his speed, giving you the distance away from him that you'll need. Once you defeat him he explodes into a barrage of bullet, leaving death in its wake. Spawning of Chaser waves has been removed outside of the "Death" boss, individual chasers are still enabled.
Bugs Fixed
- Snake boss will now properly drop a powerup on death in the event that another boss exists.
Shmadow
Extrokold Games
Extrokold Games
2015-11-03
Action Indie Singleplayer
Game News Posts 10
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(153 reviews)
http://extrokold.com
https://store.steampowered.com/app/397570 
The Game includes VR Support
Shmadow Linux 64 [161.22 M]Shmadow Linux 32 [161.2 M]
Inspired by “shmups" and shadows, Shmadow is a modern twin-stick side-scroller that nods to retro arcade gameplay. Use your light to blast through hidden enemies, unlock new powers, and rack up a high score before the darkness takes over. Upon destruction, bosses drop power-ups that correspond to their defenses. These power-ups, used in combination with your customized starting ability, will help you fight the next threat that comes your way. Destroying bosses, dodging bullets, and the element of darkness create an action-packed experience that will put your speed, skill, and strategic thinking to the test!
Features
- Infinite gameplay: Fight your way through endless streams of deadlier enemies
- 4 player local co-op: Recruit friends to help you beat back the darkness
- 12 special weapons and power-ups
- Leaderboards: crush your friends’ scores and beat players from around the globe
- Original adaptive soundtrack
- Full controller support: enjoy the game with controller of your choice
- Three difficulty modes: play in casual, normal, or if you dare, nightmare mode
MINIMAL SETUP
- OS: Ubuntu 12.04+Memory: 2 GB RAMStorage: 150 MB available space
- Memory: 2 GB RAMStorage: 150 MB available space
- Storage: 150 MB available space
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