You weren't expecting to see news from this game again, were you? The truth is, I wasn't either. But I did realize throughout the months that there were some simple changes I could make to make this game considerably better, even though I'm in my second year of college now and I'm working on other projects. - Moved the final boss from floor 101 to floor 51 * Also changed all cards and dialogue that mentioned floor 100 to say floor 50 instead * The lighting falloff effect where the cavern gets dimmer and redder as you go deeper was also changed to reach maximum darkness a little before floor 50 * Added a sign after the final boss to clarify that the cavern keeps going forever afterwards - Changed the trigger for entering the boss fight with the 3-D sphere * Previously, you had to enter a boss door 3 times in one play session. Now, you have to enter a boss door while rotating about the X or Y axes, such as by using the sideways corkscrew item. You know, because that's technically 3-D movement * Also added some NPC dialogue that triggers after encountering the giant slime that hints at this - Renamed the Unsimplifier to the "Counter Badge" * I just thought this item was a little too cryptic, and it just isn't obvious what it does even if you get the reference * Also, since it involves a 3-D rotation, you can use it to get into the sphere boss fight, if you can get an enemy to counter near the boss door - Fixed the bug where some items would have the word "(Clone)" added to their name when selected in the inventory. That's been a thing since the game was released, and I kept forgetting to fix it until now This'll probably be the final update, unless something unforseen happens. I'm working on a new game that's unrelated to this one, and I'm planning to release it on either Steam or maybe Coolmath Games. It's the kind of thing that would fit there.
[ 2023-01-06 01:26:08 CET ] [ Original post ]
Just came back from the dead. I decided to reduce this game's price from $9.99 to $1.99, and this change will go into effect once Valve finishes processing everything. There are three main reasons for this change: 1. Looking at the sales statistics, no one has bought this game in over a year, and I haven't updated it since December 2020. If interest resurges for some reason, maybe I'll come back to it, but I have other things to work on now. 2. The game was priced a little too high to begin with. I mean, this game made by one person with a laptop and the free version of the Unity editor cost the same as Terraria. 3. We all know Valve can't count to 3, so I reduced the price to $2 to make it easier on them.
[ 2022-02-09 03:16:55 CET ] [ Original post ]
This sale will begin tomorrow and last for seven days. This will be a 50% discount, bringing the game from $9.99 to $4.99. Just wanted to let y'all know.
[ 2020-12-23 18:57:20 CET ] [ Original post ]
Guess who's back! For now, at least... Additions: Extending pillars! They're sort of like the stone doors from the 2.0 update, but bigger. You're gonna have a smashing good time with them. 2 new items! Cooldown clock - It's a neat little item that, when quickly thrown in the air and spun around, resets all of your item cooldowns! Except itself. And its own cooldown is very slow. Kind of sad, really. Portable respawn point - Use it once to place a respawn point, and use it again to warp back to it. You can place it anywhere as long as you're on the ground, but be careful - respawn points are fragile and will shatter on contact with pretty much anything. 3 new cards - or was it 4? The development of this update was so spread out time-wise that I don't even remember anymore. But if you've ever wanted a card that, if you obtain multiples of and equip them, lets you crawl at the speed of sound, this is your update On the subject of cards, I laid some groundwork behind the scenes for an overhaul to the system that may or may not come to fruition within the next couple of months.
[ 2020-12-20 21:59:51 CET ] [ Original post ]
This update fixes some layering issues present in version 2.0 and improves the internal code consistency. I mentioned in a community reply a while back that development was slowing down for a while. I'm still in high school, and through some unfortunate happenstance, I ended up with composition, AP chemistry, and calculus in the same term with no opens. I'm also the senior patrol leader of my boy scout troop, the leader of my band section, I have a job at a grocery store, and I'm doing an independent study in another game engine. At least for now, I don't have time to work on this.
[ 2020-10-10 17:51:17 CET ] [ Original post ]
"Let's release this major update RIGHT when school starts!" He said, cackling evilly. 3 new enemies! *I guess you could say they're tough as nails. 1 new boss! *It's pretty well rounded. In multiple dimensions. Added some totally unsuspicious pedestals with free items on them *What are you waiting for? Just grab the item! It's not held down or anything. Yeah, that pedestal does have something written on it but it's all smudged over with dirt and in any case probably just says "free item!" Unrelated, added one new miniboss! It's the only thing in the game other than the quit game button that can one shot you. Added blue and red emeralds! *Sort of. These were in version 1.5.1, but weren't used in any level layouts and thus left unused. *Blue ones are worth 5, and red ones are worth 25. You know, powers of 5. 5 green = 1 blue, 5 blue = 1 red. No, the red ones are not worth 20, that would be inconsistent. And too blatant of a ripoff. New item! *The velocity jar! For if you want to put your speed in a jar and do an overly simplified reenactment of a Super Mario 64 glitch. There's also another new item, but it's only available during the new boss fight. 3 new cards! Added new mechanisms! *You pull the lever, it opens a door. You push the lever, it...closes the door. Uhh... not sure where I was going with that. *Oh, yeah, there's motion sensors now. They also open doors. Sometimes, you might not want those doors to open. If you accidentally open a door that you did not want to open, please run to your nearest bedroom, crawl under the covers, and quietly weep. Many existing level layouts have been redesigned. The general pattern is, "There is a puzzle here, but you can cheese it or skip it entirely with the right items" The same section layout can no longer appear twice on the same floor.
[ 2020-08-24 01:24:17 CET ] [ Original post ]
2 new items! *Spike hat- you know that one smash bros thing where you hit an opponent through a platform? Sharking, they call it? You can do that now. *Wall kickers- Now you can kick walls like never before. Those items bring the total number of items only found in shops up to 12. To compensate for this, introducing chests! They can be found in very hard to reach areas and may contain rare items! Or, just a bunch of normal ones. 50/50 chance. 3 new cards! *One of them lets you pick up and carry springboards. Levels now have more randomness when choosing the locations of enemies and items. The cavern now gets darker as you go deeper. Because of this, some more objects emit light. NPCs gain new dialogue at key points of the game. It has come to my attention that someone has written a new review of this game. This review was written by CommanderStream. Firstly, yes, this person does know me in real life, and their review was not as critical or in-depth as KrudlerTheHorse, but I will use it to talk about the road ahead nonetheless. "so kind agree with krudler the game was a little shakey at the start and you had bunch work to do at the release but i'll give you credit you listened to his advice and made game much more elaborate and more challenging and I found myself playing it quite a bit more ever since the updates" Glad to see what I've been doing is making a difference. Your next few points are just elaborating on this, so I'll skip to the cons. "I would like to see a wider selection of enemies and different movement patterns" Yeah, I know. This update didn't add any new enemies, but the next one probably will. "I would like to see different values of gems (like Zelda currency, like blue value worth 5 and red worth 10)" That's going on the TODO list. I might make bosses and chests drop these, to increase the rewards for finding them and reduce the amount of objects that need be spawned to make the rewards meaningful. "This happened to me once when playing but there a floor combination where there a fall and you land in hole between two pillars and a "fade" pillar 3/4 up in the middle and there is no way to get out without an item idk if this is minor over site or what" As a general rule, I try to make sure you never have to hit the quit game button because you can't progress. I'll look into this. So as always, thanks for the feedback, CommanderStream.
[ 2020-07-10 16:47:53 CET ] [ Original post ]
Added 10 new sections to the level randomizer. *In other words, there's more maps now. Roxers now emit light. Fixed a bug that allowed shops to sell items for 0 emeralds *If you see an item being sold in the shop for 0 or a negative number of emeralds, report it using the support email One of the cards shown in the tutorial man's trailer wasn't actually in version 1.3.1. This version added that card. The title screen now displays the current version.
[ 2020-06-24 18:25:16 CET ] [ Original post ]
Due to lack of interest in the current trailer style, I have decided to delegate all future trailer creation and marketing to the tutorial man. His first trailer has just been put on the store page. I'd like to apologize for his tendency to constantly reexplain the controls of the game, but I believe this is the only disadvantage he has compared to me. His annoyance factor is unmatched, he can drag practically anything out to be twice as long as it needs to be, and while he is still learning the art of repeating everything at least three times, I can positively say he was born for this role.
[ 2020-06-22 21:20:37 CET ] [ Original post ]
Removed some floating candles Got rid of some random floating question marks Made some things on floor 101 easier to see Fixed some enemies not despawning properly when returning to the surface
[ 2020-06-17 14:57:55 CET ] [ Original post ]
Changed the level generator to be less repetitive (see below for details) New enemy- watch out for rolling roxers. 1 new card Some fixes relating to what happens on floor 101. Usually I try to maintain some transparency about this stuff, but I want to avoid spoilers for now. A while back, someone posted a negative but very helpful review for this game. I'm going to discuss some good points they made: "First, there is no apparent goal to the game, just keep proceeding through level after level of the cave..." If I had to provide a goal, it would be something along the lines of, "reach floor 103," or "Gather a large card collection," But perhaps I should have communicated that more clearly. I will make some of the NPC's hint at these things in a later update. "A glaring problem occurred immediately: I reached the "end" of the first level and walked through the exit. But I found myself right back at the start of the same level! So I proceeded through it again, and exited the cave. I found myself back at the start of the same level...That's when I realized that there are perhaps 5 or maybe 10 levels in total (can't say for sure) and they are selected at random..." You underestimated slightly. Each floor is generated by picking from a pool of premade 32 tile long "sections" and splicing them together. Each section is assigned a "difficulty". The exact way this works is a little complicated, but essentially, sections with higher difficulties will only appear on later floors. At the time you submitted this review, there were 50 of these sections to choose from, and the new update added 10 more. Of these, only about 10-15 have a low enough difficulty to appear on floor 1. The thing that was making this painfully obvious was that these sections repeat. The 1.3 update changed things so that if a section appeared on one floor, it can't appear on the next. It doesn't fix the problem entirely, but it might do more than you think. "All of the foes I encountered were the equivalent of Mario Goombas... just jump on them or walk past. Way too easy" Point taken. New update added a new enemy, they're not super common (yet), but they should be harder to take down than your standard slime. More to come. "To the positive, I did find some cool items which I think were creatively done...But again, since there is no apparent risk/reward/point to any of it, you can just walk/jump from the start right to the exit, and not bother with any of it. There is no REASON to use anything or explore the levels" Making these items important for traversal is difficult, since there's no guarantee the player will have the items necessary. There are some secrets, like boss doors and geodes that may require items to reach, but I agree that they should be more common. In the future, I'll add some more shortcuts and other things that require items to reach. "The core game hasn't been made yet though. What is my goal? What is the risk/reward for doing anything? None of that is in place yet" Looking at the rest of your review, it looks like you haven't seen any of the cards or bosses yet. But that's definitely not your fault. If no one ever sees a feature, it might as well not exist at all. Anyway, that's pretty much the end of the review. Thanks for the feedback, KrudlerTheHorse, you're a constructive critic. I'll work on the things you metioned.
[ 2020-06-16 20:51:41 CET ] [ Original post ]
This might not be a complete list, I worked on this the day I got my wisdom teeth out, but here's what I remember: New item: the sideways corkscrew. It lets you spin. Sideways. The unsimplifier item received an overhaul: *It now functions more like a counter and less like a short ranged attack. The timing for it was tightened up considerably when standing still, but it should now work more consistently when moving. *It can now reflect projectiles. *Successfully damaging an enemy resets its cooldown. Enemies and items now stop moving when they are more than 64 blocks away from the player. This should improve performance considerably, especially on longer floors. Added one new card. Level design fixes.
[ 2020-06-10 17:35:29 CET ] [ Original post ]
First content update! Added 2 new cards. Slimes now regain 1 hp upon eating jelly that matches their color. Made various tweaks to the level randomizer.
[ 2020-06-06 16:03:37 CET ] [ Original post ]
This update fixes a number of issues present in version 1.0, including: Multiple floors can be entirely skipped by mashing the space bar while entering doors Sliding blocks are not deleted properly when entering a door The icon for portable glove boxes does not update with a red overlay when the box is destroyed through certain means (visual only)
[ 2020-06-02 21:53:16 CET ] [ Original post ]
- The Rogue Cavern Linux [97.41 M]
Enter a procedurally generated cavern and get as far as you can. Travel through increasingly difficult floors and find items.
FEATURING:
A procedurally generated level system- no two games are the same!
Over 20 unique items to discover and use.
Geodes- Find them in the cave and send them back up to the surface. Stop by the geode breakers to find out what's inside!
Cards- Equip them to change the way you play the game. Over 40 to collect!
- OS: Ubuntu 16.04
- Processor: SSE2 instruction set support (you can check this by running cat /proc/cpuinfo in a terminal. If "SSE2" appears somewhere. you should be fine); x86 or 64 architectureMemory: 650 MB RAM
- Memory: 650 MB RAM
- Graphics: OpenGL 3.2+. Vulkan capableAdditional Notes: These are the specs listed for unity games. Ubuntu 16.04 and 18.04 are explicitly supported
- OS: Mint 19.04 or Ubuntu 18.04
- Processor: SSE2 instruction set support; x86 or 64 architectureMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 3.2+. Vulkan capableAdditional Notes: This game has been tested and found to work with Linux Mint Cinnamon 19.04. Other modern Debian-based distros are likely to work but not tested.
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