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Catacomb Kids Download] [full Version]

Updated: Mar 16, 2020





















































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. a09c17d780 Title: Catacomb KidsGenre: Action, Indie, RPG, Early AccessDeveloper:FourbitFridayPublisher:FourbitFridayRelease Date: 20 Feb, 2015 Catacomb Kids Download] [full Version] catacomb kids lyrics. catacomb kids A very fun title, very heavy on variation and experimentation. This game is an excellent example of emergent gameplay.. Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it.. 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. 0.0.11: So this past month I added a couple new transitional stages, made some changes to magic, improved certain boons, and implemented end-of-run Reputations. Unfortunately we weren't able to get online leaderboards done, but I'm hoping the reputations will help tide y'all over in the meantime. I've had leaderboards in too many "next-build to-dos" without delivering yet which makes me feel bad, so I'll leave 'em off this time and maybe it'll actually get done next month! That's how these things work, right? (In all seriousness, Stevie and I have been making good progress on leaderboards so it shouldn't be much longer! <3)Magic has changed in that all spells are now of a certain type, noted in the bottom-right corner of the spell learning screen (and to be made more clear in more places with further updates). Regaining spell charges (for the most part) is now limited to only recharging one type of spell at a time, though there are certainly exceptions to this.Charge Stars, previously only used to replenish trance and overload spells, have also become a much more interesting item. They're not quite finished yet, but I've got some fun plans for them in the future.And as always, there have been a number of bugfixes.Next month I'll be focusing on a long-coming AI update, as well as improving performance issues.Here's the full changelog!FixesPressing "O" gives all grumbuls berzerk"Delete" crash when opening doors next to bouldersIce from ice bolt/cold burst/glacial shoes sometimes drawn behind tilesGame crashes if you pilfer a hated weaponHeavy bat and Hunter's Thrust don't work with sprint bound to a buttonGrumbul Tank pilot is immortalStill can burn your own shieldGame sometimes freezes after level generationByats can die by touching still bouldersHitting boulders on the back-swing will knock them into youNew Stuff2 New Transitional stages!End-of-Run Reputations (WIP)Status effect iconsChangesImproved Tier 3 Axe skillTravels further, curves both up and down walls.Improved Mighty Stomp Range based on height of fallReduced time after stomp before you can attack againImproved Tier 1 Sword skill Reduced time after landing before you can attack againImproved DisarmWeapons are flung further away, damaging other foes along the wayShield parrys disarmImproved PlagueInfects corpses; infected corpses explode after timeEffect of explosion depends on the type of corpseHard Helms offer more protectionStone footwear offers more protectionHaste increases attack speedUpdated some spell spritesFancier/improved event textReverted 'Sprint button' to previous functionality; release to stop sprintingCan no longer roll with heavy lifted objects above your headEnvironmental green slime bounces itemsChanged Charge Stars (WIP)Stars are hidden in walls and no longer drop from enemiesThey begin as uncharged 'Hollow Stars' and must be charged before useSpikes can be brokenRewrote food eating and meal code (behavior is mostly unchanged)Byat meal doesn't stackDisease occasionally causes weaknessCrouch-attacking on top of a boulder will strike the boulderPlayer no longer immune to [ ]'s destructionPlaceholder sfx for swinging blade traps (WIP)Next Build TO-DOBetter AI!. 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:ChangesHeavenly weapons are no longer indestructible, now degrading to excellent after useVery slightly reduced quality of items from soul chestsNo longer alerted to lava by dangersense when immune to fireChanged appearance of stone platforms in the Upper DungeonReduced range of sound from killing humanoid enemiesSoul chests combine their total soul count when they touch one anotherSlightly increased range of soul-gathering on soul-chestsSoul-chests now must be touched before they start absorbing soulsMade device more durable - no longer destroyed by fire or waterAdded unstable cold burst effectCan now pounce onto climbing ladders and ledges againFixesReward type items spawn far too frequently, too numerously, and in the wrong placesCertain premade rooms that disallow verticality spawning break level progressionDisappearing blocks disallow nearby ladders even when they're behind wallsShifting barriers can spawn in places that block off adjacent passages when flippedShifting barriers in premade rooms spawn in the wrong place when the room is mirroredUnaligned text in death summary screenCrash when selling or piping potions partially identified with square bracketed tag items in their namePowered arm spams messages when carrying a full battery while still having charges left in the armCrash with obj_goo_bottle_Destroy_01-height corridors sometimes force humanoids to crouch when climbing down from a ladderClimbing down into spikes as a pathfinder or cartographer deals damage as though falling into themCan use Breakthrough to jump outside of the level's boundsProsthetic arms don't draw as the correct color on the in-game spriteSlimes kinda spaz out on corpses in spikesLava drips can spawn on death blades, freezing themBlessings and certain amulet abilities block energy when active like trancesStowing an item while a hated dagger is already stown makes the dagger stop existingCrash when eating things while the statistic for number of things eaten is uninitializedGills from fishanha meal do nothingHorizontal moving blocks get stuck over solid tilesCPU players in vs mode spawn in weeeeird placesGoing directly from one transition stage to another from shops still increments the floor countCold descent transition stage doesn't have its frozen door or fog of war style transitionEmpty bottles have no name when being soldCrash when blinking in versus mode. New Class - Tinkerer Update!: So, it's been yet another while and a half, and here we are again. I come bearing gifts. Watch this:https://youtu.be/S0DF43O-3mUIf you don't feel like watching that then read this stuff (it's mostly the same words):The Tinkerer!. The Anticropolis! Bows and Arrows! Wayward Kids!: The Anticropolis. 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. 0.1.5c: More bug fixes, and bringing Linux+Mac versions up-to-date.FixesCrash when wraiths have no targetPlayer is annihilated upon entering a floor in a snowdriftHumanoids trying to chase through locked doors constantly jiggle the doorknob loudlyAI_action_backhop crashEnergy bar looks weird when you changing to equipment with less MAGRegeneration overwrites owl wings when flyingCeiling spikes draw beneath jump-thru platforms in the ACLava bridges are now destroyed when lava loses it heat (Reaper fight, siphon, etc)Pressing select+cancel at the same time over a gravestone select backs to class select but still shows the custom kid dialogBacking out of kid select shows particles for destroyed mana batteriesShopkeepers get mad at you if you're infected with any plague fliesPressing select+cancel at the same time on the level-up screen levels the selected stat without advancing its tierFlame cone traps shoot at the wrong angleCrash when going through the tank door in co-op. 0.1.0 Changelog: FixesBalls of Goo, Slime, and Mucus become charred instead of properly melting away or explodingUndead Followers don't work properly in co-op when the screen splitsSpell loss/gain upon being resurrected in co-opDaily Run menu marked as "Daily Failed" after backing out of the character select menuRare crash if the player dies with a whirlwind still activePassageways on floors display the wrong graphicBoiling pools of water never coolHumanoid enemies with legs missing get stuck in a weird hovering stateCrash upon entering a level with previously escaped grumbulsEscaped enemies in shops appear behind the locked doorTurrets immune to Glacial Grinder overloadHumanoid enemies freeze and spam "!" when attacking beneath themRoll sound effect is spammed when pressing down+sideways while using a lanternPotion identification is spammed in co-op if both players have the same potionRegenerate (Trance Cure) uses two chargesExtra Regenerate (From Potions of Extra Regeneration or Trance Cure) doesn't actually restore hpCertain overloads/trances caused spell charges to become negative ("X")Ogo's weapons don't spin when they attack any moreSevered heads are not destroyed when intersecting with physics objects, causing lagOverload Cold burst doesn't reduce "energized" chargesEnvironmental slime emits lightSometimes 'Hates Weapon' is all jacked up (fixed?)Messages sometimes overlap one another when they are more than a single lineGiant arrows and swinging blades can sever both of the player's armsShields differ in different instances of the same Daily RunPeppered non-humanoid corpses behave as though they are both savory and peppered: savory does nothing to themEntering the tutorial from the "Extras" menu messes up the musicReflected dragon's breath is visually buggyNew StuffBows and arrows!Wayward wids!The Anticropolis! (And all that it entails)New Upper Dungeon trap!Another, different new weapon!The beginnings of an encyclopedia! (Extremely early version)ChangesChanged the behaviour of barrels to make them less annoying/reduce instances of surprise damageHumanoids can no longer stomp when tumbled or frozenChain Lightning no longer travels through every single tile of waterBoiling pools of water have their heat distributed through them Larger pools will cool more quickly, and smaller ones will stay boiling for much longerThe position of the heatsource within the pool also mattersHoming bolts no longer target invisible creaturesEscaped enemies heal over time until you leave the levelImproved spellwright's spell aiming capabilitiesAdded minor squash/stretch upon hitting enemiesCan Pounce with weapons nowArrows stick in non-humanoid enemiesTrance Cure grants a longer-lasting immunityOverload Cure heals for more and grants overhealAdded unstable Undo effectOverloads/Trances no longer require 2 charges to useChanged color of overheal to match INT and added indication for maximum overhealFlame Form lasts for longer, and becomes inactive when motionlessMessages in the alerts area are now outlinedAcid deals damage to all equipment, rather than just armorCreatures slain by acid leave no corpses behindNew barrel sfxNew sfx for arrows hitting walls and creaturesClass select menu now remembers your previously-chosen classOnce more removed conflicting starting traitsPerforming a basic 3-attack combo while unarmed will alternate attacking armsHolding a severed limb while regenerating attaches the limb without ending regenerationUnstable Caster made rarer for poetsAdded a new limb that grumbuls sometimes spawn withAdded a new grumbul modifierLimited shields' block strengthSpears and large weapons no longer considered 'heavy' for the purposes of carrying them with hateSwinging blades now interact with physics objectsReduced the effect of MAG on casting speed without IncantationIncreased durability of Soul- weaponsCan now focus strike flourishMoved tutorial text to the top of the screenTutorial grumbul no longer runs awayReduced distance between floors for item-drop pipesReduced the number of grumbuls spawned during the tank fightCan now directly attack the Grumbul Tank's legsNear Future TO-DOLeaderboards (for serious this time)Anticropolis Transition StagesFlesh out Encyclopedia. Build 0.0.8!: HEY.So here's the first full month update for CK! It's a lotta bugs addressed, gasses re-gassed, trances trancified, and goo balls ga-boinked.Hope you're not too disappointed if you were lookin' for a new class and daily run mode. Between GDC, getting ready to move, and addressing bugs, I figured it'd be better to focus in this build on several less involved things so as to get you all something substantial rather than half-assin' two major features without first addressing the existing issues.As I was working on those other tasks and thinking about classes, however, I hit upon a bit of a problem. My plan has always been to completely finish the Poet and bully Before moving on to the next classes - so that they can serve as sort of a template and guideline for the others in terms of scope and ability. However, as I tried briefly to tackle finishing the Poet this past month I found the UI unable to accommodate the vision I have in mind for the class.So now, fixing up the UI has become a much larger priority if I am to finish the Poet and move on to the other classes quickly as planned, so that's going to be the first order of business going into April.Don't be a blue blob, though! I had always planned on redoing the UI once co-op was implemented, and to change the game to a 16:9 aspect ratio. It's just gonna happen now rather than later. This is also good news because the new UI will be made specifically with multiple players in mind, meaning I'll be able to jump into work on Co-op much sooner than the 'later' I had planned.So that's what's coming in the future, but let's check out the now: You can find the full patch notes for alpha 0.0.8 below!FixesFixed some issues with level connectivityOrb of leveling spawns in wallsNon-humanoid enemies try to drop weapons when parried with DisarmGrumbuls will attack mushrooms even when they're held by an invisible playerACTUALLY fixed infinite byat flappingFor real this timeRemoved debug shortcut for activating 'tome' abilityFixed crash when dying while talking to the ghostTrampling enemies with Stampede now makes them target youRaise Dead spirit followers now properly follow you through doorsChain lightning cost unaffected by energy overchargeSpells equipped to slot 3 offset text alinment for alt spell charge count"Your lantern goes out" text stays for as long as you hold a spent lanternRats don't bleedMoving portals into boulders gets them stuckLifting boulders sometimes drops them on your headCan't walk backwards while charging hammer focus strikeCrush trap chain sound continues even after breakingSpaz out when dragging bouldersCrash when throwing certain enemies with trajectoryPotions caught in explosions boil infinitelyPerformance improvements (Ever-in-Progress)Item bottles played no sound when brokenWhirlwind doesn't cause items to hit enemiesSome Trances cast the Overload versions of spells'Acrobatic' overrides taunt combo inputLadders interfere with Sword Skill 1 and Axe Skill 3 (Downwards Thrust, Earth Splitter)Reduced number draw calls for Temporal Step. Hopefully this fixes a crash?"+" symbol offset when learning 1x1 spellsBalls of goo stay suspended in air if the wall they're stuck to is removedRerolling transitional levels doesn't bring you back to the same level typeTrances don't follow from floor to floor-of Escape doesn't escapeSimple enemies die when they touch immobile bouldersNew StuffMore Spell TrancesCharge StarsOverhauled GassesChangesGlobally reduced enemy damage on the first few floorsEnemy damage ramps up more graduallyShadow Cloak wears off much fasterStatuses from armors "Of The Ghost" and "Of Power" wear off fasterPortal has fewer chargesInfernus has fewer chargesBalls of Goo have increased knockbackBalls of Goo bounce off of the environment and creaturesBeing jumped on no longer immediately removes invisibilityLeveling up weapon skills no longer rounds them downBeing struck while speaking with the ghost will exit the menuFishahnas can no longer critByats only crit on their charged attackMoved "show info" to 'F1', instead of '1'Looking around with lanterns shifts the viewRefueling lanterns gives a bit more fuelReduced size of camera influence area during reaper summonChanges to lava and water appearanceMade spirit followers more accurateSlime-blinded enemies are more blindMushrooms now only grow with each poison burstSome level generator changesAdded option to control config menu to use class abilitiesChanged collision shape of broken crush trapsCasting portal on top of a door breaks the doorWet status shown in pause menuBottles and other items continue to make noise after first impactBottles of LavaPotions slightly more fragilePotions won't identify if the target is immune to their effectsSwarm Form is now the Trance of plague, rather than its OverloadThings thrown with Trajectory can pass thru portalsCan't go through level exits while attackingCan't go through level exits while looking around with lanternPurple Slimes ignore wooden bridgesThe Twins' door locks behind you when the fight beginsThe Grumbul Tank entrance door stays locked after the fightMinor changes to Level GenerationMinor changes to enemy AIThe Cursor Keys, Enter, and Escape always work on the main menuPress Delete to unassign individual keyboard controls and backspace to reset to defaultSome Changes to PotionsNew Potion "Colors"Next Build TO-DOOverhaul UIMake game 16:9Finish Poet?Add Daily Run mode. 0.1.2b: 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

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