Level Generator Overhaul + Gameplay Refinements
We've been finding ways to drastically improve this through several methods. Such includes:
Some people who are already quite familiar with roguelites/roguelikes have asked for additional challenge. We want to accommodate this while still allowing the game to be accessible for people who are a bit more new (e.g., having an Easy mode option). Multiple changes address such points (especially with regards to making higher difficulty modes more challenging):
[ 2020-11-21 15:51:04 CET ] [ Original post ]
Hi folks, We hope you're doing well during these unusual times.
Level Generation
We've been finding ways to drastically improve this through several methods. Such includes:
- The path to the exit branches more, further moving away from the predictable zig-zag path.
- Levels have grown, with more seamless connections between segments.
- Rooms no longer need to be locked to grid cells, allowing for more fluid layouts.
- Several of the dynamic template types have had their creation patterns rewritten.
- Fixed various bugs with inaccessible rooms generating the past.
Gameplay Improvements
Some people who are already quite familiar with roguelites/roguelikes have asked for additional challenge. We want to accommodate this while still allowing the game to be accessible for people who are a bit more new (e.g., having an Easy mode option). Multiple changes address such points (especially with regards to making higher difficulty modes more challenging):
- On higher difficulty modes, player damage and defense has been reduced. This is largely done to balance out the systems of dodging, luck, critical hits, and status modifiers, which made the game significantly easier.
- Health potions have had their potency reduced slightly. We changed this because of how numerous they are within the game. We saw some players had too many leftovers. Keeping your supply up, and discovering other healing methods, provide more reasons to explore the new levels a bit more!
- You've demonstrated how powerful the Chakram could be in the right hands, so much so that it was preferable to all primary weapons. As a result, we've had to nerf its range and speed. It's still quite an effective weapon, but the change should encourage experimentation with other weapon types.
- Certain hazards like lava, spikes, and a few monster attacks have had their damage increased. Such may sound brutal, but remember it can work to your advantage too.
- The Necromancer and Giant Worm have both been extended to be more exciting and less exploitable. For example:
- Players will no longer be able to freeze lock most of the fight away.
- The Necromancer is not as vulnerable when healing and will be summoned with fewer crystals destroyed.
- The Giant Worm has undergone improvements to all its maneuvers and will become increasingly aggressive as it takes damage.
- There are some changes which make things easier, to encourage exploration more. For example:
- Certain environmental weaknesses have been extended (e.g., some status effects on the Giant Worm).
- Fewer enemies are spawned on the generation of a boss level.
- Bezoar has a chance to transfer poison enemies (as well as increasing your own resistance).
Aura of Worlds
Cognitive Forge
Cognitive Forge
2018-04-24
Indie Adventure Singleplayer EA
Game News Posts 55
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(71 reviews)
http://auraofworlds.com/
https://store.steampowered.com/app/841600 
Aura of worlds is a creative tactics rogue-lite platformer. Explore multiple worlds where you must utilise your creative abilities to twist adversity to your advantage. You'll need planning, wits and reflexes to make a way through these ever-changing death labyrinths.
Escape flooding passages, outrun toxic pollen, face off against gargantuan bosses that have made entire mazes their home. Do you play defensively with the spear and energy shield, or swing into the fray with a boomerang and grapple hook? Do you scour the levels for potions and runes; or do you dive headfirst into the chaos?
Adversity as your ally
F.A.Q.
Let's be transparent..."What Gamepads are compatible?”
Currently Xbox and Xbox 360 controllers though other Xinput controllers may work.
NOTE: Not natively compatible with Playstation controllers yet.
Keyboard and mouse works just as well.
Is there much of a story in game?
There's minimal story exposition as of the current build.
We do plan on integrating a loose narrative as development progresses though...
“I'm running the game on an old computer, how can I make it run faster?”
Please see the following forum thread on optimization:
“Where can I report bugs/issues/suggestions?”
Please look to the forums, we check messages there each day. Feedback is welcome and there are some excellent community members who are willing to help to.
"Anything else to be aware of?"
- Default gamepad controls are slightly different from convention, due to optional 360 degree aiming with right analogue stick. Though buttons can be rebound to suit.
- It’s designed to be challenging, and death may be encountered frequently during your initial runs. Though there is no stunlocking/one-hit demises.
- Being able to multi-task between abilities will greatly increase survivability.
- **The game has a steeper learning curve than the average platformer, particularly in the first 25 minutes
Every challenge has multiple solutions
For example, if there is a chest on the other side of a lava pit; do you...?
- Grapple across
- Bend time and bounce off enemies
- Use a boomerang to fetch the item
- Blow up the pit with a grenade; setting everything nearby alight!
- ...
More Features
- Over 70 unique enemies and traps
- 9+ randomized level themes. Such include tidal corridors filled with mines, rising lava, caverns lined with toxic and carnivorous plants...
- 3+ Primary world types (grotto, gardens, temple, ...) each with their own traps, enemies, boss and special theme layouts.
- A plethora of creative abilities ranging from parkour to cloaking to warping time itself!
- Every object has multiple uses E.g. you can grab that lantern from the ceiling, and carry it around to use as a portable light source or improvised flaming molotov...
- Hand crafted pixel art and animations by Jessica Turner and Lachlan Cartland
- Regular updates
- A unique musical score.
- Customize character skin and clothing colors.
- Permanent progression: allows you to unlock world shortcuts, new items, character backgrounds...
- So much more...
Whilst functionally complete; the game is under active development and more content is being added.
This project was Greenlit by the community back in 2016.
MINIMAL SETUP
- OS: Ubuntu 10.7 or higher
- Processor: 64 BitMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: Open GL 3.7 or higher
- Storage: 1200 MB available spaceAdditional Notes: You will also need Mono Framework 5.8 or higher installed.
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