

THROUGH THE MOUSEHOLE
Looking for somewhere to play, a child happens upon the abandoned COYOTE supermarket, which seems utterly desolate until they spot a lone mouse weaving through a hole in the wall. Can you reach into your inner child and save the parking lot from becoming an urban wasteland?

HARNESS THE RHYTHM OF NATURE
As the game develops, the child faces new missions to complete, each triggered by the behaviours of different species. By matching a rhythm to cast a spell, the child will wield power over all manner of living beings, from the humble dung beetle to sparrows, foxes, and the noble trees. Just as in life, each species has a unique function and place in the ecosystem of COYOTE, and you must use each one at the right moment.

THE SCIENCE OF COYOTE
The world of COYOTE is powered by the Trophix engine, which means it feels and acts like a real-life ecosystem. Introduce new elements or creatures, and the game world will react and change just like nature. With each new mission, more features are introduced, making the ecosystem increasingly diverse and complex.
ENTER THE ECHO WORLD
The Echo World, a parallel world to ours, can be entered at any time by the child. This is a dark and mysterious place where an ethereal Soul Pond has replaced the COYOTE building. Here the player will learn of their missions and the role of each species in the ecosystem.
Welcome to Build 13 of COYOTE!
This update mainly brings improvements of a visual nature. As you can see, there is a new map with
terrain, a variety of 3D objects, lots of new frames for the 2D sprites and improved shadows and lighting.
Feel free to look around and explore the wasteland. There are no physics colliders yet, so you can walk anywhere for now!
Currently the ecosystem is not balanced, so the ecosystem will tip over rather
quickly and you will have a difficult time with it. We will try to take care of that in the next build.
What you can do:
- Rhythms
- You can display all the rhythms needed to reproduce the mouse and
fox, play them and, depending on the species selected, perform an
action.
[/*] - Each action affects your supply of soul. When you
multiply creatures, you give soul to the ecosystem. Conversely, you get
soul from the ecosystem. The system behind this has demanded a lot from
us in the last few weeks (see soul container in the changelog) and is
only partially activated here. We will probably see more of it in the
next build.[/*] - In the menu you can restart the level via the corresponding item if necessary.[/*]
- The
music is mixed according to the population of all living species. It is
meant as an aid for the player to judge the state of the ecosystem.
[/*]
What do we need from you?
- Does the game crash from time to time? Is the crash reproducible?[/*]
- Let the game run for 10 minutes or longer to see how it behaves on differently configured systems?[/*]
- How do you like the mechanics of the rhythms? Is it fun to play a beat? What don't you like, what could be better?
[/*]
an eye on the FPS (bottom left). How many FPS does your system usually
achieve? Are there any drops? If so, can you tell us what causes them?
[b]
Please share your feedback on our Discord-Server or by email to connect@rotxblau.de .[/b]
Minimum Setup
- OS: GNU/Linux
- Processor: 2 CoresMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Integrated/Onboard
- Storage: 1 GB available space
Recommended Setup
- OS: GNU/Linux
- Processor: 4 CoresMemory: 8 GB RAM
- Graphics: Dedicated 1GB
- Storage: 1 GB available space
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