Caverns of Turmoil
by Zrevnur
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Caverns of Turmoil
Caverns of Turmoil 關聯標籤
簡介
探索洞窟,對戰危險敵人,閃避致命陷阱!揀其中一個七個可玩角色-或者淨係睇 Bod the Troll 落地牢。
玩法說明
載入遊戲可能要等幾秒-請耐心等候。如果遊戲唔識應鍵盤指令:試下用滑鼠點一下遊戲畫面。撳「新遊戲」就可以用其中一個角色開始玩。入面可以用滑鼠或者方向鍵移動同攻擊。畫面上有說明掣功能同戰鬥預測。右邊圍住方向鍵嘅掣有:落樓、休息、加技能、睇物品欄等等。記住睇住 Turmoil!佢會顯示喺右邊底部。每落一層會減10%。記住喺 Turmoil 洞窟入面,命好短,死得好快!主選單有「說明書」-想了解遊戲機制記得睇。如果畫面太細可以用瀏覽器「放大」功能。
開發者更新
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
留言
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