Caverns of Turmoil
开发者 Zrevnur
添加到主屏幕,快捷访问
安装此游戏
点击分享按钮,然后选择“添加到主屏幕”以便快速访问此游戏。
Caverns of Turmoil
Caverns of Turmoil 的标签
简介
探索洞穴,挑战危险敌人,躲避致命陷阱!可选择7位可玩角色之一,或仅观看巨魔Bod深入地牢。
玩法说明
加载游戏可能需要几秒钟,请耐心等待。如果键盘无响应,请用鼠标点击游戏界面。点击“新游戏”选择角色开始。游戏中用鼠标或方向键移动和攻击。界面帮助会说明按钮功能并给出战斗估算。右侧光标周围的按钮可用于:下楼、休息、提升技能、查看背包等。注意动荡值!显示在右侧面板底部。每下楼一层动荡值降低10%。记住,在动荡洞穴中生命短暂,死亡来得很快!主菜单有“说明书”,想了解机制请务必阅读。如果游戏画面太小,可用浏览器缩放功能放大。
开发者更新
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
评论
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