SwordBounce Download]


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About This Game

SwordBounce is a linear pixel art puzzle platformer (I know) in which you can use your sword to bounce on obstacles in your path, among other similar thing 5d3b920ae0



Title: SwordBounce
Genre: Action, Indie
Developer:
GogglesKitty
Publisher:
GogglesKitty
Release Date: 19 May, 2018



English



sword bounce


Holy crap this game was amazing. This needs to be a staple in the challenging-platformer community. The level design is so good. Sometimes I have to question what makes some platformers good and others not, but this is like the purest essence of whatever that good stuff is. The controls never feel deceptive and I never felt like a death wasn't my fault. Even if I did, the levels are the perfect length. I was skeptical of one-screen levels at first, but they actual vary greatly in size. No screen is ever arbitrarily sized either. The developer knows exactly what he's doing and how much space to give the player. The mechanics are by far the best part. The best platformers are the ones that explore movement mechanics. If you loved the seemingly insignificant but revolutionary fall-jump or flutter in Wings of Vi, or appreciate games like I Wanna Be The Boshy teaching the importance of reserved double jumps, then you'll definitely love the sword bounce mechanic. It is NOT just a gimmick. It forces the player to always be moving, always reacting. Bouncing off a spike seems cute until you realize there's no longer a reason to have a floor. Also, you can bounce off things to the side of you, even if not directly beneath you. Now you're pretty much precision flying, and it's great. I can't stress enough how much this brings to the table. A sign that a platformer is using its mechanics wisely is when you have to digest every level before jumping in, pondering your moveset to find a path in the madness. The developer introduces a few other mechanics, but takes time fleshing out all the possibilites that can result. As such, the difficulty curve is beautiful, besides the secrets that give you a hint of what you're in for. Every object, projectile, and switch can also be bounced off, and the developer uses that to fit so many unique challenges into a small space, of which are then chained together to make mess that, when perfected, can be completed in only 5 seconds. Every level feels different, in the same way that two paintings somehow feel different despite just being paint on a canvas. Seriously, just watch a let's play or something if you're on the fence; you'll know what kind of game this is. I was scared before buying when I saw how little reception this game had. Turns out the only reason it's not popular yet is because people haven't bought it. Now I just want everyone to experience this soon-to-be classic. Like the other reviewers, you probably will too.. Fantastic game with an original concept, a great level design, and lot of challengues. It is a 2D platform game in which you use your sword to bounce over all kind of hazards. This may sound simple, but first of all, its really original ( i only saw this kind of gameplay on Hollow Knight, and it wasn't the main concept ), and second, is way more complex than might you think initially. The levels are very challenging and the sword-bounce is used in many different ways. You unlock some powerups that makes this gameplay even more complex, and also there are secret levels, whose level design is unique and very different form the main game. Definetely 100% recommended ( and btw the price is ridiculous considering the amount of effort behind this title ).. It took me a long time, but this game was good enough to make me 100% it. The platforming is super tight. Like N++, this game excels in how it uses its mechanics rather than by having too many. It's very tricky, but levels are short enough to where you never get stuck too long. If you're bored and looking for a new challenge, SwordBounce is probably the game for you.. u0130t s awsome and it s super cheap just play it. SwordBounce is a fun, challenging precise platformer that has beautiful artwork. I would recommend it to anyone who is a fan of the genre but a small warning for those that suffer from carpal tunnel or similar hand issues; it does not have controller support so it can quickly get hard on your hands. You can read my full thoughts here: https://whatevo.com/post/237/steam-summer-sale-retrospective


3.2.9 Balancing : 3/3/2019 2.3.9 Balancing New Features: Evasion now affects chance to be targetted. (the higher the evasion, the lower the chance) Balancing: Drastically weakened enemy stats on tech levels 1-19. (normal mode should now be as easy as a normal rpg) Slightly weakened enemy stats on tech levels 20-35. Verticle enemy melee is now +75% attack instead of +100%. Horizontal enemy melee is now +35% attack instead of +50%. All normal sized party members got +30% evasion. (now 50) All normal sized party members got +8% magic evasion. (now 10) Guarding now grants +25% spirit. Guarding now completely removes evasion and magic evasion. All prepare spells now cost 50 stamina.. Year 3 Update : 6/3/2018 v3.0 Year 3 New Features: Graphic alterations for most enemies, tilesets, and animations. Expanded game resolution. (this may cause lag on slower computers) Blacksmith at town level 6. (the blacksmith brings 138 end game equipment that can only be crafted by him) 5 Enemy Bases to attack. (Naval only until 2019) Metal and Psychic elements are now in. Carbon, Thread, Gravity, and Radiation Cores for Golem. Card ghosts, a powerful boss encounter that can be beaten normally or via cards, are now in each poetry of blood protecting a secret treasure room. (each room has a unique weapon) Removed the default attack button from the game. (it is now a skill like everything else. Each weapon has its own variation) Increased max enemy tech level from 60 to 70. Loot Tables Expanded by 1 tier. Realism shards added to loot tables. Ghost Town Store max level increased from 8 to 12. (the higher the level, the cheaper the realism shards) Over 20 bosses now drop stat increasing candy. Partially added an arena to Red Temple. Crime and Economy now affect your bank's interest rate. Balancing: Lowered selling rate for all items and equipment from 50% to 25%. Philistine skills now cost a small amount of mana. Golem now starts off with a mana skill from each weapon. Lowered stat boosts from elements. (too much focus was on the stats they gave, instead of the skills they brought) Redesigned gravity to give +25% taunt. First town attack on normal at 27 enemy tech. First town attack on hard at 35 enemy tech. First town attack on nightmare at 45 enemy tech. Increased experiance gained from poetry of blood. Destroying pentagrams now secretly reduces enemy tech by 1. Doubled starting enemy tech rate for all difficulties. Every 5 population = +1 military force. (was every 10 pop) Every town level = +3 military force. (was +1) Every tech level = +2 military force. (was +1) Every soldier = +5 military force. (was +2) Every crime = -1 military force. One unemployment will never cause crime. (so 3 unemployment, will only give 2 crime) Lowered offensive stats of prologue enemies by 10-20%. Increased difficulty for tier 2, 3, and 4 card statues. Removed +1 reward for a 3 win streak with cards. Enemy poison damage now does 10% health and 25% magic DoT. Enemy toxic damage now does 10% health and 75% magic DoT. Increased Stamina Drain and Mana Stop from 10% to 20%. All card drops now have a 10% chance to grant a better tier. Paralyze effectiveness cut in half. Doubled cooldown to Paralyze and Cheapshot. Half Life is now Third Life. Quarter Life is now Half life. Buffed Mace skills by 10%. Buffed Island of Sand bosses by 30%. Buffed Old Arena bosses by 10-20%. Buffed Chapter 3 boss by 5%. Lowered Red and Blue Crystal Rings from +50% to +35%. Lowered Green Crystal Ring from +75% to +50%. Halved cost of Red, Blue, and Green Crystal Rings. Halved attack bonus of Demon Wings. Halved mana and spell haste of Apocalypse Ring. -10 spirit on Apocalypse Ring. Improved Book of Hate healing received from -50% to -25%. Lowered Book of Hate from +50% to +40%. Lowered Book of Love from +25% to +20%. Lowered Infinite Mana from +125% to +75%. Lowered Ancient Mana from +150% to +100%. Lowered Ancient items from +75% to +50%. Lowered Expensive Luck from +50 to +25. Lowered Star Badge and Pendant from +35% to +25%. Increased Jester Ring dexterity from +10% to +15%. Lowered Jester Ring counter from +10% to +7%. Lowered static damage of small to large bombs by 25%. Increased static damage of giant bombs from 1600 to 1800. Increased static damage of king bombs from 3200 to 3600. Increased puppet ring from +20% to +30%. Increased gold puppet ring from +25% to +35%. Skipping Chapter 1 now increases enemy tech by 5. (nightmare increases it by 7) Misc: Improved transitions in Wooden Ocean area. Redesigned element selection for better fps. Less random battles at sea. Fixed bug involving evasion. Fixed bug involving physical and magical damage reduction. Fixed bug involving new ghost potions. Fixed last rock in mining area. Fixed gameover bug on glutton boss. Fixed Carbon Armor. Fixed Violent Heavy Slam. Next update is in September. Good luck, and don't die too much.. 3.1.1 Hotfix : 10/3/2018 v3.1.1 Hotfix Misc: Improved teleportation area. Lowered chances of black screen upon loading in. Fixed save in Blue Heart. Stopped a replayable scene in chapter 3. (this also caused a small dialogue bug in chapter 4) Fixed text to holy armor spells.. 3.0.1 Hotfix : 6/5/2018 v3.0.1 Hotfix Balancing: Fortress is now 2 turns. Fortress cooldown increased from 8 to 12. Fortress Defense reduced from +100% to +50%. Fortress now gives 25% negative status resistance. Doubled Activation Speed of Fortress, Taunt, and Defend. Tripled Activation Speed of Remorse and Spear Wall. Halved base mana cost to staff mana skills. Percentage mana cost added to staff mana skills. Lowered Dead Mana from +75% to +50%. Misc: Fixed bug involving Bank interest. Fixed bug in Poetry of Bronze XVII. Fixed pathing bug in Poetry of Blood XII.. 3.2.2 Stability : 2/02/2019 v3.2.2 Stability New Features: Improved AI on a dozen more enemies. Balancing: Increased exp rate for mid to late game by 10-60%. Quadrupled defense bonus for Guard and Defend. Misc: Removed Mercy Screen for stability. (gameovers are back) Improved stability when leaving a 3d area. Reorganized more scripts for stability. Skipping chapter 1 now correctly increases enemy tech level/rate.. v2.2.1 : 1/14/2018 v2.2.1 hotfix New Features: 1 small cutscene at Red Temple. (this area is still being worked on, so don't expect much until March) Balancing: -25% enemy research requirements. Misc: Fixed a game breaking bug in Wooden Edge. Fixed luck giving far too much state increase/decrease. Fixed an enemy giving too much AP. Fixed multiple weapons and armor. Fixed a few pathing issues.. Wooden Road : 12/24/2017 v2.2 Wooden Road New Features: Wooden Road is now open. (this giant Eastern area doubles the forestry of the game) Wooden Edge, a new town at the end of Wooden Road, is now in the game. Red Temple, a new town located in the South East via sailing, is somewhat in the game. (most of its functions won't be accessible until March) Demonic Shards now have a purpose due to Red Temple's town mechanic. 13 mini-dungeons added throughout the game. 1 quest added in top floor of deep catacombs. 3 quests added elsewhere. 5 puzzles added. Balancing: (Warning, the game is now much harder on new saves. Prepare yourself) Increased starting enemy tech on Normal from 5 to 10. Increased starting enemy tech on Hard from 10 to 20. Increased starting enemy tech on Nightmare from 20 to 30. Enemies tech 20% faster now. Significantly improved and rebalanced stats from starting elements. Lowered DoT damage from radiation spells by 20%. Halved critical rate gained from luck. Luck now increases chance to inflict/resist negative status effects. (every 5 luck = 1% increased/decreased) Increased natural healing outside of combat. Increased stats to last boss due to lore. Increased stats to super bosses. Misc: Sailing or scrolling Southward on a map now brightens the screen the further you go. Improved gameover screen. (intentionally still slow, but may change in the future) Fixed an employee assignment bug in your barracks. Fixed a teleportation bug in the Infinite Hotel. Fixed and improved various minor bugs and details.


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