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Catacomb Kids Portable Edition


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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. Ove 5d3b920ae0



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



English



catacomb kids lyrics. catacomb kids


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


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.. 0.0.10b+ : Fixed a crash. Windows only for now but Mac+Linux should be coming soon.. 0.0.14 : Fellow humans, Behold, 0.0.14! Numerous changes in this one. If you missed the status update and are wondering where 0.1.0 is with The Anticropolis and Co-op, please check out the post I made on that subject right here .. 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.. 0.1.5c : More bug fixes, and bringing Linux+Mac versions up-to-date.. 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.. 0.0.10b : Bugfix update! Fixes 0.0.10bMagic Beam bending through portalsFullscreen not centered vertically on non 16:9 resolutionsWanderer instinct doesn't highlight stairsCharge stars for Trance/Overload are incorrect for many spellsStairs that look like blocksMixing slimes and potions with alchemy only works when holding the potionCrash upon bottling orb of levelingCrash upon using trajectory with bottled balls of slime and mucusAlchemy and Dipper still say "unimplemented" in the Levels tab of the pause menuWaterfalls flowing into lava have don't have a graphicHeavy Lifting enemies while rolling still displays 'heavy lifted' even though it failsShopkeepers with Undo crash the gameCrash when looting a corpse with a burning stickanimswordStab crashLearning 'Extra Tough' doesn't actually work :DIncantation doesn't properly increase spell costFixed and error with oogs that was affecting performanceImproved performance of explosionsHits don't always connect when pouncing on enemiesCan't pounce when recharging energyInfinite controller rumble upon deathController rumble when using keyboardUnending purple sparkles when blocked energy is equal to max energyOff-slot spell charge numbers drawn in wrong color with two-spell optionBlink Trance doesn't use charge starAir Dash doesn't consume energy overchargeUndo restores the energy overcharge used to cast itSmall pools of lava don't light upDisappearing platforms insta-kill the reaperMax mp STILL doesn't increase with the proper mealCrash in shops selling unstable potionsChanges 0.0.10bPush now has instant recoverySlight changes to Grumbul Tank AILess lava in Grumbul Tank arenaGrumbul Tank doesn't lose as much mobility with busted legsBreak breaks bouldersBoulders break bottlesOverwhelming's speed boost loweredOverwhelming no longer counts bossesChanges to Hammer vs arenaOnly need to tap sprint button to sprint, rather than holdAssigning sprint to a button disables double-tap sprintingImproved accuracy of Chain Lightning and Dark Arts Tome


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