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 ]
- 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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