Caverns of Turmoil
autor Zrevnur
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Caverns of Turmoil
Tagi dla Caverns of Turmoil
Opis
Odkrywaj jaskinie, walcz z niebezpiecznymi wrogami, unikaj zdradliwych pułapek! Wybierz jedną z 7 grywalnych postaci – lub po prostu oglądaj, jak Bod Troll schodzi do lochu.
Jak grać
Ładowanie gry może potrwać kilka sekund – proszę o cierpliwość. Jeśli gra nie reaguje na klawiaturę: Spróbuj kliknąć myszą w okno gry. Wciśnij “Nowa Gra”, aby rozpocząć rozgrywkę jedną z dostępnych postaci. W grze używaj myszy lub strzałek do poruszania się i atakowania. Pomoc na ekranie opisuje funkcje przycisków i podaje szacunkowe wyniki walki. Przyciski po prawej stronie wokół strzałek pozwalają: schodzić niżej, odpoczywać, zwiększać umiejętności, pokazywać ekwipunek itd. Zwracaj uwagę na Zamęt! Jest wyświetlany na dole prawego panelu. Zejście na niższy poziom zmniejsza go o 10%. I pamiętaj: w Jaskiniach Zamętu życie jest krótkie, a śmierć przychodzi szybko! W menu głównym jest też “Podręcznik” – przeczytaj go, jeśli chcesz poznać mechanikę gry. Jeśli ekran gry jest za mały, możesz użyć funkcji “Powiększ” w przeglądarce.
Aktualizacje dewelopera
V 1.03.00
- map view highlights unexplored paths
- added level info button (key ‘l’) for showing current known level/exploration stats
- extended save file format; this version can load the older save file version but older versions of the game cannot load the new format and will probably crash; only a problem for exotic use cases
- new monster
- new item
- some more minor changes
Komentarze
Suuljin
Feb. 05, 2013
@ ZREVNUR: "Is it a terrible idea because you dislike it or because it "makes no sense"?" - I dislike it because it's not a fun game mechanic in my opinion and because the logic is flawed. As for your example: you are mixing up negative experiences and losing experience. If you take a hit to the jaw that's certainly a negative experience. After taking 100 hits to the jaw you'll have learned to anticipate the impact and roll with the blow, and are thus more experienced, not less. There is little that would warrant losing exp short of severe brain damage. Again: If you kill all monsters on 3 floors and heal before descending you'll gain exp, if you kill all but 1 monster on 100 floors without ever healing you'll lose exp. Certainly the veteran who manages the later feat is more experienced, but gets less/no exp for the ordeal. Now, if there are balancing reasons for not wanting to change it that's fine.
ichbinsehselber
Jul. 03, 2013
I really like this game. At first you really need to get into it. It is not easily possible to be successful without reading the manual. But the manual is very good. It explains really a lot. If you ever make a second part of it I will surely be happy to play that as well. Rated it 5/5
Suuljin
Feb. 05, 2013
"Navigated another floor of the dungeon, slayed lots of monsters, survived some traps - clearly i'm much LESS experienced now than i was before, further and further away from progressing and learning the ins and outs of spelunking" If this statement sounds stupid it's because it is. The exp system is badly balanced, losing experience (not just making net zero, but actually losing exp you already had) for progressing in the cave is a terrible idea.
Is it a terrible idea because you dislike it or because it "makes no sense"? Real life example: A child 'Chris' gets run over by a car but survives. Because of that Chris becomes very fearful of cars. Even as a grown up Chris still has trouble with cars and gets anxiety attacks when driving one. So the experience of getting run over by the car has strong negative consequences for Chris. That is what the negative experience represents.
Jindra34
Feb. 19, 2013
The game concept is okay. The turmoil making everything worse for you gets really stupid. And every last flaw is worse than every perk. And the Exp gain system hinders development
Zeffiro909
Feb. 10, 2013
I gave 5 star but just to boost the rating, the game is very interesting but the exp return need to be increased, really. Think about the flaws and do something accordly