About This GameThe Origin Of Dungeons500 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 BeneathCatacomb 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. b4d347fde0
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catacomb kids. catacomb kids lyrics Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. A very fun title, very heavy on variation and experimentation. This game is an excellent example of emergent gameplay.. Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it.. It's Very Very Good. 0.1.2:
NewNew Reaper Spell!New Amulet!ChangesCan now aim Chain Lightning's trance downwardReaper spells are now considered "Dark" for charge typesFully realized Amulets now have a (Realized) tagPush and Push trance now affect crush traps and falling iciclesAmulet of [Void] no longer drains energyAbsorbing magic with the Amulet of [Void] now restores energy to the bearerAmulet of [Void] no longer disables the Orb of LevelingAmulet of [Hunger] now has a fully realized versionEnemy amulet abilities now tied to enemy INTEnemy amulet effects are now invisible unless you already know said amuletCan skip logo intro on main menuBlink trance now protects from projectiles and being crushed by the Grumbul TankFixesPouncing with Chain Lightning's trance expends all minibolts at onceCrash when trying to display context button prompts for nonexistent objectsTomed spellbooks sometimes the visual of being used when using another objectSpellwright shopkeepers crash when casting an aimable spellLooting menu shows stats for last selected item when selecting AmuletsSometimes the same amulet type will appear and identify as two separate onesSometimes two different amulet types will have the same appearancePlague poisons alliesPlagued flame bodies are excessively explosiveINT requirement for identifying amulets was wrongAnother crash related to Reaper arena blocks spawning inGet stuck in ceiling while standing on grumbul tank with extra tough while it jumpsThe bottom row of tiles in a level is often cut off or misgeneratedRunning Water Anticropolis transition freezes during generationThermal indicator shows during level generationNear Future TO-DONext ClassMetacoin CurrencyFlesh out Encyclopedia. 0.1.3b:
UNFORTUNATELY this patch is only out on Windows for the time being. We've been having mad issues building for Mac and Linux but fingers crossed they'll be coming before too long. Alas, we're not entirely sure what the fix is yet so I can't provide an ETA. In the meantime, Windows folk, have a bunch of bug fixes!
CHANGESReduced Tinker-Bot max hp increase from class-up from +5 to +3 eachClassing to Engineer lets tinker-bot carry heavy itemsReduced Tinker-Bot stat increase when going from Mechanic to EngineerAdded option to tinker-bot to only pick up unusable objectsAdded input prompts to tinkerbot's manual modeAdded input prompts to character select menuEngineer's Tinkerbot changes sprite to reflect improvementTinkerbot repairs damage from poor repairs by descending floorsHeadaches now last for 2 floors instead of 1Tinker-bot is better at avoiding shifting platforms in the ACFIXESUndo isn't removed from the spell bar when maximum charges reach 0Missing leg causes air dash to behave strangelyOrb blinks when intersecting walls even when carried by TinkerbotBarrels sometimes burn them foreverCan be moved while going through doorsMoving Platforms in the AC can overlap the entrance/exit doorsBot hits self with thrown arrowsBot weapons don't disintegrate when brokenCan give bots heavy objects through the idle menuLikes/Good With [Weapon] doesn't specify weapon type when loading a template kidSpellbooks stolen by rats become invisibleReaper weapons fly away after unpausing from tinker mode switchSpikes in reaper room float when walls disappearWind-up turtle can be poisonedThrown weapons not reflected by armor of reflectionPotions deal damage incorrectlyCan't change Tinkerbot mode in coop while the screen is splitBear trap keeps you caught after UndoIf you ride a boulder into a wall, the boulder may push you slightly into itWeakness and a few other status effects aren't reciprocated by reciprocityLava bridges sprite turns to wooden bridge sprite when crushed by crush trapsNB sometimes spawns in walls and other strange placesTinkerbot mode cannot be changed when class ability is assigned to SPELLCustom Kids can't start with amulets"gml_Object_par_player_Step_0" crashesLocked rooms often generate without treasureWooden barricades can block off areas. 0.2.0b Patch Notes:
A quick bugfix build plus some changes! The new rewards are much rarer in this build than in the last build - which is intentional - but they might be a little too rare now. I'm still tweaking the balance of their spawn frequency so just keep that in mind! I want them to be not littering the first floor but also not once-every-ten runs, and I haven't hit that sweet spot yet. Anyway here's them notes: Changes
Fixes
Just some quick bugfixes, as well as getting Mac and Linux caught up!
ChangesDisarm now disarms upon critical hitFixesSome particles are drawing incorrectlyFixed 2-tile water flickering bugTracking off-hand items as Wanderer doesn't properly show items equipped by enemies. 0.1.1!:
Have an update! I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll! In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs and ask me why this game is taking so long to finish like I do every night as I fall asleep choking back tears. MAC USERS: Please let me know if this update fixes the gamepad issues! If it does then I'll know what the problem was. If it doesn't then I'll rule out a possibility and know what the problem isn't.
Fixes Pose doesn't change when climbing up onto ledgesFixed a bug with giant arrow damage calculationArrows catch fire if stuck in someone who runs past a campfirePlayer 2 Overheal UI is jankCasting Raise Dead with overcharges costs no overcharge and ignores blocked energyNegative status effects on allies may spread to you via ReciprocityThe number displayed for current energy when paused is incorrect when mp is blockedFlames from Fire and Ice can also burn alliesReaper room often reconstructs incorrectly after the battleGoo meal can overheal for greater than ones INTTeamed-up Wayward kids spawn as though fleeing when traveling to the next floorFire and Ice gave only Hot charges when picked up with Innate PowerDark Arts gave the incorrect charge typesEeol Labeled Eel in kixll listMelting/dangerous slimeballs are not labeled as suchCrash when boiling an orb of leveling in a bottle of waterCan get pushed into walls by boulders and barrelsCannot teleport out of a wall after surviving a teleport into oneMaking soup from a frozen corpse makes potato and [thing] soupSome kids don't drownMelting and dangerous slimes are not properly labeled as suchAir Dash can be buggy at times"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different keyExtra Tough doesn't affect Bear TrapsFixed some typosDark Phase has no spell descriptionShops in the Anticropolis have no doorsNewNew Anticropolis Transition Stages!Amulets!Added a few more Encyclopedia entries!Changes Increased arrow damage Increased arrow accuracy Reduced chance of enemies dodging arrowsHalved the rate at which bows degrade from useTaunt now affects crabs and turretsIncreased frequency/severity of unstable undo's side-effectBarrels are empty more frequentlyof Health now heals to a minimum of 3hp, regardless of hp maxSpellbooks restore more charges and charge types when picked up with Innate PowerAdded Teleport OverloadAdded additional contextual button prompts (Sorry, no way to disable them yet! But there will be!)Temporarily removed Wayward Kids in order to address an abundance of crashesChanged Frolix AIHelms and Coifs now reduce stomp damage by 1 Non-"Hard Helms" and Coifs take a ton of durability damage when stompedRemoved STR requirement for pilfering enemies' weaponsReduced frequency of barrel assassinsImproved warhammers' statsAdded "Farsight" to Wanderer's Instinct class abilitySpellbooks can be Tomed by using class ability while holding a bookTransition stages don't count against meal effect floor countAdded button prompts for actionsEncyclopedia entry requirements can be met over multiple runsAnimated title dropFat humanoids landing don't knock other fat humanoids into the airMade fat grumbuls much less commonAdded sound effects to crabs and eelsAdded sound effects to laser trapsSkeletal mages now spawn in the AnticropolisMade standing torches rarer in the AnticroplisNear Future TO-DONew Class!Flesh out Encyclopedia. 0.1.0b Changelog:
Buncha bug fixes (AND SOME NEW STUFF) Windows only for now, Linux + Mac coming in the next couple days. (Super sorry Linux folk for the delay in gettin’ this update to y’all! It's coming soon though ?)
Fixes. 0.1.4c:
A few bugfixes, and bringing the Mac version up to date. Unfortunately we're still having issues with Linux. We've finally managed to get it to compile after transitioning to GMS2, but there are some severe issues with drawing the screen (ie. it doesn't) that need to be addressed. This'll be the last update until after New Year's! Hope y'all all have a happy holiday season and New Year! See you in 2018!
ChangesStronger Byats' eyes now leave glowing streaks to help with color-blindnessand also look radSome other stuff maybe.FixesContext button tips appear in the wrong place on the screenCrash dealing with bows and grave monolithsSome other stuff probably. The Anticropolis! Bows and Arrows! Wayward Kids!:
The Anticropolis
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