About This Game The 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. 7aa9394dea Title: Catacomb KidsGenre: Action, Indie, RPG, Early AccessDeveloper:FourbitFridayPublisher:FourbitFridayRelease Date: 20 Feb, 2015 Catacomb Kids Full Crack [hacked] catacomb kids. catacomb kids lyrics 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.. Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it.. 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. 0.1.2: Ahh! Sorry! This build is kinda way overdue! I know the last build was pretty buggy and crashy, and this should hopefully fix a lot of that. It's only available on Windows for the time being, with Mac and Linux following sometime this weekend, hopefully.There isn't too much new stuff to play around with yet, but I'm making very good progress on the upcoming Tinkerer class, as well as implementing a currency to be spent between runs.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. 0.2.0 Changelog: New. 0.1.4!: Yo! It's update time!This one might not seem too big at first but there are quite a few changes of note beyond just bug fixes:Firstly, I've finally moved development fully over to Game Maker Studio 2. This is a much more friendly development environment from my end, and in addition to a number of improvements to the IDE that will make the game much easier to work on it also addresses issues that were a result of using GMS1.4, such as the black fullscreen on windows 10.Secondly, I've started implementing shaders! I'm still learning about them so don't expect anything too fancy just yet, but with the first couple effects implemented -- heatwaves over lava, distortion to things under water, and a much improved "loud noise" effect -- the way is being paved for implementing much cooler visuals and replacing old ones with more computationally economical effects, which should ultimately help with the game's performance.However! I am! Aware! That this build does have a few visual oddities as a result of both of the above facts! For instance, the shaders will occasionally render on top of UI elements, and the scrolling text that shows up when you level up or learn a spell might come with some strange side effects. These are all things that I'll be working through in the coming builds, but they tend to be relatively minor (as far as I know!) and don't impact the game too much aside from very occasionally looking pretty silly.And of course, if you don't like or have technical issues with the shaders, you can disable them in the Options menu to go back to the way it was before!Lastly! After much ado we've finally got Windows and Mac versions building in the new dev environment, but unfortunately Linux users will have to wait a wee bit longer! We literally (literally literally, not figuratively literally) only just got the Mac build working late last night after hours of trying, and, fingers crossed, the linux version will be coming sometime later this week.NewGame is now being developed in Game Maker Studio 2!Added 3 new meals and meal effectsAdded new environmental hazard to upper dungeonAdded shaders!ChangesCan now track entrance/exit doors, boulders, and teleport trapsTracked objects now have arrows pointing to off-screen instances of themIncreased Catacoin value for depthInvisible byats' eyes are no longer visible unless they're attackingRemoved hold-to-aim for spellwright to avoid conflict with trance and overloadCan now see the exact health of undead followersChanged the behavior of teleport: It now can either warp immediately or leave a waypointAfter leaving a waypoint, casting teleport again will bring you to itCan now cancel teleport aim by jumping or attackingMushrooms now lose their poison regardless of how they're cookedCooked mushrooms no longer poison water forever; only when they're first cookedImproved Anticropolis ruinsFixesBlack fullscreen in Windows 10Crash when tinker-bot picks up chestsUnable to cast spells when stuck in a wallTeleporting into a wall with your last charge of teleport doesn't kill youIncorrect description text for clothiers enchanting headgear with +LightFishanha meal does't workTracking light-emitting objects as a pathfinder lights all such objectsOwl-men corpse and zombie heads don't change color to match the rest of themPotions of might, regeneration, and haste last for 660 ticks with resourcefulTank door spawns on floor 10 in anticropolisTank still spawns in place of the twinsAmulets are equipped to missing arms when looted from corpsesLooting corpses behaves strangely with hates/likes weaponsWeapons near explosions and fire sometimes burn forever (behaving infernally)Weapons thrown with deft throw and trajectory don't deal any damageShops sometimes don't upgrade your equipment (fixed?)Arrow ammo draws incorrectly in co-opCrash when attempting to loot the other player in VS modeCold burst has no name when castingNear Future TO-DOLeaderboards (for serious this time)Flesh out Encyclopedia. 0.0.8a: Just a quick bugfix buildFixesCrash upon defeating the reaperPlague overload and trance costs no charge starsSlow overload costs Magic Blast charge starsRemoved "L" debug key for disabling lightingCrash if killed while in Force BubbleCrash when casting overloaded Raise DeadFlame Form burns your own spellbookCrashes when killing yourself with dragon breathWater looks weird at timesMagic blast overload costs 4 charges instead of 2Spell-slotted class abilities cost energyPortal shows a cost of 3.5Leveling weapon skills via Bully class-up still rounds them downLeveling weapon skills via Bully class-up doesn't remove 0-Skill traitsGame crashes when whirlwind and flame wave meetLooting corpses tips over torches. 0.0.10b+: Fixed a crash. Windows only for now but Mac+Linux should be coming soon.Fixes: Crash upon using Trajectory Crash upon pressing Enter
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Catacomb Kids Full Crack [hacked]
Updated: Mar 24, 2020
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