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 ]
- 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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