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About This Game

The Origin Of Dungeons

500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.

What Lies Beneath

Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.


The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness. d859598525



Title: Catacomb Kids
Genre: Action, Indie, RPG, Early Access
Developer:
FourbitFriday
Publisher:
FourbitFriday
Release Date: 20 Feb, 2015



English



catacomb kids lyrics. catacomb kids


Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it.. Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. It's Very Very Good.

In a Nutshell: Spelunky + Heavy Roguelike elements.
This game has depth, there are mechanics upon mechanics, and many ways to approach it.

There are 4 classes, with a lot of room for differentiation in play-style via starting conditions and build.
The Catacombs are cruel, and punish smack down hubris, the A.I is clever, and more advanced enemies will trick you.

Like, it's fun, very fun.. One of my favorite games of all time.. A very fun title, very heavy on variation and experimentation. This game is an excellent example of emergent gameplay.


March Dev Update!:
So, it’s been a little over a month since the Early Access release!

Q: How’s it going so far?

A: GOOD.

Following the first quick bugfix build a few days after the initial steam launch, I continued working on fixing bugs and crashes, and easing back into game dev mode after the hectic weeks leading up to Early Access.

Then, March kicked off with the Game Developer’s Conference, where I gave a talk about procedural level generation. People seemed to like it, so that’s cool! Since I had to gather some resources and make slides for that presentation anyway, I’m gonna use that as an excuse/jumping-off point to finally do a write-up about CK’s level generation that I’ve been talking about making for a while, so look forward to that happening sometime very soon.

At GDC I also met a ton of rad people working on groovy things, like moppppin, who’s making Downwell[downwellgame.com], and Tim Keenan, who got me excited for Duskers[duskers.misfits-attic.com], and Nihilocrat[nihilocrat.itch.io], who does cool nice things that I dig. And, I mean, there were a ton of other folks. Like wow so many — all doing groovy cool rad things. Jeez, just too many.

--

Anyway, after recovering from GDC and getting that wombat of creativity dug down in my gut again, I got back to The Kids.

Since the EA release I’ve been keepin’ three eyes on Twitch streamers and Youtube Let’s Plays of the game - due in part to narcissism but also so that I can see the areas people are having trouble with, take note of bugs and balance issues, and laugh at their many, many (many, many) deaths. Watching these videos has brought about a few balancing changes, like making enemies hit softer on the earlier floors, severely shortening the duration of the spell Shadow Cloak, and a few other tweaks and changes to make the game easier or harder in the proper places.

I mean really, why did Shadow Cloak even last that long in the first place?

--

During the Monday streams, I continued work on Trance, adding another valuable tool to the player’s arsenal. Trance is the counterpart boon to Overload: where Overload focuses on making spells more outwardly powerful, Trances are more about imbuing the player with a more passive aspect of the spell. This doesn’t mean that Trances are always merely defensive - though that is a trend they have - but that rather than having an immediate outward effect, they grant the player some trait or ability that persists for a short duration.

I’ve also made Trance and Overload require Charge Stars, which was actually the intention for them all along but which I didn’t have finished in time for the release. Essentially, casting a spell as an Overload or Trance will cost a kind of spell charge called a ‘Star’, and that spell can’t be Overloaded or Trance’d again until its Charge Star has been recovered. Charge Stars can be found in fancy chests and may sometimes be dropped by tougher enemies.

They also make a nice sound when they hit the ground; a consequence of the work Hryx and Doseone have been doing to make the game sound amazing.

Hey did I mention how pumped I am to have Doseone working on the game? I don’t think I have, so there’s that. Him and Stevie have been killin’ it together aurally for nearly a year now, and I can’t wait to make some headway on the Anticropolis so you guys can hear the beauty it’s shaping up to be even in these early stages.

Lastly and most recently, I’ve set to work knocking out some of the inefficiencies of the code that had been having a significant impact on performance. Not least among these elements are gasses, which have been completely reworked. They now are able to spread around corners an be blown around by Whirlwind, in addition to their previous functions. This is also good because gasses will be an important aspect of the Anticropolis, and even moreso the Deep Dark.

--

So that’s how my month has gone. The first real monthly build update to the game will happen sometime later this week, and include all of the above changes plus a bunch more, as well as a couple other announcements.

Look forward to it!. 0.1.4b:
Just a quick bugfix build - Windows only for now but again, mac/linux shouldn't be too far behind later this week.

ChangesRemoved V-sync option as it's no longer necessary for Win 10 fullscreenThis may or may not fix the game running too fast on certain computers?I couldn't reproduce that so I'm not sure.FixesScreen goes black when picking up encyclopedia pagesShaders draw over dialog boxesCan't equip tomes from the spellbook menu"Step Softly" pops up whenever you speak to the GhostText popups draw twice at an offset on certain resolutions. 0.1.5b:
SORRY. MY BAD. 0.1.5b should fix the "Fishahna Crash". It's only out for Windows right now, but Mac+Linux versions will be on their way later in the week.

FixesFishanha crash when eating corpses. 0.0.9c:
What! What! Another bugfix update, as well as a few minor changes.

Fixes 0.0.9c Sometimes armors are mis-drawn with objects in themFullscreen is offset/doesn't fit at certain resolutionsUsing shield-bash to pilfer weapons ignores missing armsEating severed limbs with resourceful screws up food queueShields are wrongly coloredGame crashes upon startup if game_data.ck fails to load"MISSING DS MAP" In place of the Daily RunWeapons are called shields in the equipment menuEnders and their skeletal spawn aren't on the same teamPoet's Tome disappears upon Undo death-saveClosing doors forces you into crush-trapsCan get stuck in walls when defeating the reaperExit doors sometimes spawn in wallsMore objects properly darken when outside of viewing rangeChanges 0.0.9cOverheal maxes out at max hp+INTWooden shields burnShields degrade with useHealth increase on level-up doesn't eat OverhealAdded missing indicators on spellbook menuChanged Poets' "Combo" input to "Hold Stow"Spirit followers are immune to fireBeing in lava deals more damageClarified that Dagger Skill 3 (Execute) needs to be done in midairEvasion for Freerun and Acrobatic no longer trigger while attacking. 0.0.15:
H'okay!

Unfortunately still no Anticropolis yet, but it's getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.

In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I've also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.

Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.

In any case, there's a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you'll just have to read the changelog or play to find them out!

FixesChanging window focus while looting doesn't pause the gameFixed(?) crash from humanoids attacking with missing weaponsRoll sound plays continuously when looking down with lanternsUnarmed kick (dagger skill 1) doesn't work properlySoul- weapons' dark bolt strikes miss frequentlyFirst attack after Taunt doesn't always activate the power strikeSalting food doesn't actually do anythingSticks continue to burn even in waterFixed(?) Impossible trap roomsFixed several memory leaksSome optimizationsFixed wall-grumbulsBottles filled with water while held are drawn incorrectlyVoices of humanoid enemies wrongly positioned upon deathNew StuffNew Wizard Throw overloadAdded unstable effects for: Wizard Throw Haste Slow Frost Bolt Vampirism Poison BlobNew Spell: CureRemoved Heal and Regenerate as individual spellsChangesChanged how Charge Stars work for Overload and TranceStars are now shared among all overloads/trances, rather than being spent per-spellChanged how damage and defense are calculated Fewer 0s and fewer unexpectedly high hitsChanged ladder spritesAdded focus strike abilities to Pounce, Downward Thrust, and Rolling Blade+1 MIN STR instead of +1 STR at level 3Max spell charges are now gained only at MAG level 3Max spell charge increase applies to all spells, known and unknownUnstable teleport is more consistently unstableTaunt and Focus strike attacks win weapon clashesAdded different effects when pouncing with different slime ballsChanged rules of Soul-weaponsIncreased range of unstable shadow cloakMade Health and Regeneration potions rarerEnemies use potions sooner in fightsBoiling Potions can be carried for longer before boiling awayCritical strikes made visible with a green streakPoison damage now stacks when applied multiple timesChanged the Grumbul meal effectChanged input of Flourish to match Heavy Bat and Dagger StormImproved range, knockback, and stun of Heavy BatChanged input for tier 3 Axe / Hammer neutral air to double-tap attackIncreased knockback on focus strike uppersmashRemoved Flourish from spearsMade byat spawn holes more visibleSoups now heal for 1 by defaultAdded two more ways to cook foodSmoldering foods char much fasterShopkeepers now have classes and are smarter about catching thievesReduced default charge amount for several spellsIncreased delay on enemies using weapon skillsPursuing foes lose you slightly more easilyNext Build TO-DOLeaderboards, Co-op, Anticropolis???. 0.0.13b:
Fixing bugs! Back on that YYC for Windows, no more black fullscreen for Linux, and you can have your soup and eat it, too.

Fixes 0.0.13bFullscreen is blackCrash when drinking soupsByat meal bonus doesn't always wear offSpicy foods aren't indicated as such in food queueTwins can flee from the fightCrashes with AI in reaper fightShopkeepers are listed as "Other Things" in the end-of-run kill listFrequent spawning in wallsChanges 0.0.13bAdded indicator beneath hunger queue to indicate currently active meal effectsSpicy meals made more effectiveAdded new soup typeImproved mechanics of hot potatoesCan use grapple on ReaperCompleting a meal shows its final components. Level Generator Update 0.2.0! And Some Other Stuff!!:
Hey!
Here's a video:
Catacomb Kids - Level Gen Update 0.2.0 Vlog!. 0.0.16b:
Bugfixes! Only on Windows for now, but Mac and Linux should be coming along in a few days. I'm out of town at the moment and not in the most build-ready circumstances.

FixesHumanoid corpses' heads crash like madCrash when fighting AI in vs modeSound effects from Player 1's split screen inaudible when above Player 2 in co-opCannot redefine Player 2's gamepad controlsSome fixes for gamepad/keyboard inputs failing for various dialog boxes and menusControllers rumble even when not in use'Nevermind' on Pipes does nothingChangesAdded action indicator to ui for ghost form in co-opMade orb and learning points indicator in co-op look less ugly and dumbAdded message for using pipes with nothing to drop


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