About This Game The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate..You play one, out of a team, of Space Grunts, and your mission is simple: find your way into the moon-base, and figure out what has happened. You'll have to fight your way through aliens, robots, security drones and base-systems. Find the lower levels of the moon-base, and get to the core of the problems.Consumables - A large collection of consumables can be found all over the moon base from weapon enhancers, to destructive toys, armor, explosives, system-hacks, and more. Use the items wisely to advance deeper into the moon-base.Weapons - Starting with three standard Grunt weapons, you will be able to enhance them for more fire-power and range. On your way you'll also find alternate weapons, and melee weapons.Secrets - There are various ways to complete the game, anomalies leading to weird places, underground routes, and mysterious items to transport you to other area's of the moon-base. On top of these there are secret rooms and area's located all over the base, so never a dull moment! Can you find the core of the problems? 7aa9394dea Title: Space GruntsGenre: Action, Indie, RPG, StrategyDeveloper:OrangepixelPublisher:OrangepixelRelease Date: 12 Jan, 2016 Space Grunts Full Crack [key] I'm a newcomer to rogue-likes\/rogue-lites, introduced through The Binding of Isaac and Rogue Legacy. Both are really fun and I enjoy them immensely. However, they feature real-time combat. I prefer turn-based strategy. I'm also partial to sci-fi themed games. Space Grunts ticks all the right boxes: turn-based combat but still fast paced; well balanced; sci-fi theme; cool music, and last but not least, gorgeous colourful pixel art. For an early access game, it seems incredibly polished. Additionally, unlike many rogue-likes, the diffuculty curve is fairly gradual, there isn't a giant spike. Everything seems very balanced. This is my kind of game. If any of that sounds good to you, it might be your's as well.. Space Grunts is a fun little rogueLITE (I'll explain later on why I won't dub it as a roguelike) with charming and unique pixel art and fast turn-based gameplay. It's a fun and addictive time killer and you can find yourself saying "one more run" very often. It's learning curve is very low, meaning anyone can jump in and have a good time, not having to worry too much if the item they are about to use will just straight up kill them.https:\/\/www.youtube.com\/watch?v=3LYtnlRTbLASpace Grunts is fun and it does what it does pretty well, but I can't call it a roguelike. There's not enough nuance. There are no player levels and no character skills (outside of base stats per different character that can't be changed). This means that your gameplay is pretty much completely defined by the drops you get or don't get throughout a given run. Games like The Binding of Isaac do that same thing, but Isaac lets your own skill overcome adversity because of the real-time combat. Turn-based means you can plan your actions, but I don't think it's feasible to avoid damage entirely.You characters have 3 (4 if you pick up a crowbar) weapons with limited ammo and different uses. You can also find various single-use tech (items) in your travels that heal you, create traps for your enemies, augment your firepower or give you a damage buffer (almost like temporary HP). The limited ammo and single-use items puts a lot of emphasis on strategy and luck, hoping that you get the right ammo or right weapon upgrades or right tech at the right time.Unfortunately, this game isn't for me, as I felt gameplay felt relatively shallow. However, some of my complaints are the very reason it is so easy for people new to the genre to pick up and play it. I can see this very much being a soft introduction to the much more complex genre of REAL roguelike games (think stuff like Tales of Maj'Eyal, for example). It's obviously crafted with care and in the image of the creator, who seems to be very active on these forums. I love seeing that!. Love the idea of this game since it reminds me of DoomRL, one of my favorite roguelikes. Could this be its better-looking cousin?Unfortunately my initial impression wasn't very good:- I find controls awkward. Initially I thought you could move with the arrow keys and shoot with the mouse, but you have to use either one or the other.- When playing with keyboard you have to change your facing before moving in that direction. This has no gameplay purpose since turning on yourself is doesn't cout as a turn. This makes moving around artificially slow, I'd much prefer "twin-stick" style controls, think Binding of Isaac. It could work very well on a gamepad, on keyboard (two sets of directional keys, one to move one to shoot, or with the keyboard to move and the mouse to shoot,- Using the mouse is error-prone because clicking an enemy will shoot at it (if you have line of sight) or run towards it and your doom if you don't. Basically if you're a fast player like me or misinterpret the visual cues you're in big trouble. Clicking an enemy you can't shoot should do nothing.- Keyboard keys are rebindable - good - but the keyboard controls occasionally interprets me pressing the key once as two moves - very bad. WASD doesn't work by default and you can't use Enter to choose things in the main menu which gives the initial impression that keyboard doesn't fully work (two bindings for each commands would be nice).- You can't wait a turn to wait for enemies to move (a staple of turn-based roguelikes), so you're occasionally forced to move into enemy line of fire, which I really hate.- Initial 2-3 levels have very little challenge, I was getting seriously bored.- So far level design is completely linear with only one path to traverse the whole level, which means that if an explosion leaves some permanent toxic stuff on the floor you can be forced to walk through it, no alternate path for you.- Drop rate from crates is low but they occasionally give very good loot so you feel forced to burst them all. You spend a lot of ammo that way; there's a crowbar but it has limited uses and switching to the crowbar everytime to clean up a room is tedious. I think you should just be able to melee the crates for free.- You have to use all consumables from the inventory screen, being able assign a few into quickslots with their own keys would've made the gameplay more fluid.- Cheap deaths (in a permadeath game!): some enemies don't follow the same rules as you and can fire at you directly and through obstacles while you have to shoot in straight lines. Also, when you open doors enemies can sometimes get a first shot at you. In both cases if you're low on health you're doomed to die without being able to do anything about it, a big design sin for a roguelike.- Explosions graphics are cool but they don't accurately convey the squares that were affected, and for explosive enemies you can't quite see if you were damaged by the explosion.- Enemies seem to vary in health (your damage with weapons is constant) which makes the tactical game of positioning with the enemies unreliable, i.e. you can't plan out how much damage you'll receive by tackling a specific enemy. I think enemies should have fixed health (but you can have different colored ones for variations of the same enemy).Still there are some things I liked:- Thank gods, it avoided the balance-breaking mistake of having power\/health upgrades that stick between runs- Nice pixel art, very well animated with nice explosions- Explosive barrels (muhahahaha!!!) and destructible walls- Only three weapons (so far at least) but they each have their purpose, and you have to carefully choose which one to use, and conserve your ammo.- You can select weapons with number keys.- Getting weapon upgrades doesn't happen too often but is very satisfying because you can really feel the difference visually and in terms of damage. Other upgrades (inventory, skills) are even rarer but I think it's well-dosed.- Secret rooms- Some explosions don't expand in a single turn, so you can run away from them, pretty cool- Some interesting inventory items, mostly consumables but some with permanent effect- Traps can be used against enemiesOverall some good elements, but some very annoying flaws and some bad design points. I didn't find the overall gameplay as exciting as in DoomRL, in particular due to a lack of early challenge and controls I dislike. I'm on the edge on whether I should recommend it or not, but I'm going with negative since I won't be coming back to it. Let's see what can of improvements can be brought to the game during early access.... Space Grunts is a rogue-like that plays a lot like Nuclear Throne, Dungeon Souls and Teleglitch except for one thing: Space Grunts is turn-based albeit fast paced. Check out my First Impressions and Space Grunt Gameplay here: https:\/\/www.youtube.com\/watch?v=c0Brtr_GNXs. Thumbs down only because I feel ten dollars is quite a lot to ask for this gameIt's well polished with charming graphics and sound effects and gameplay is entertainingbut it follows the trend of many other rogue-likes available on Steam which have no progression systemwhat-so-ever quickly dropping this game in the pile with oldies like Berzerk, Donkey Kong and others that you can emulate for free nowadays.. Fun pick up and play roguelite that emphasizes fast, turn based action. For lesser skilled players the overall challenge curve can get pretty steep later in the game, but it never really feels overly unfair if you're being mindful.. Turn based Nuclear Throne. Great daily runs.. I've really enjoyed this rougelike. Most of my playtime is on the Android version, but the Steam version (I played on Linux) is just as good. (I had a couple of issues with sound on 1.6.0, but that's all.)There's an extra element of resource management (with weapon ammunition at least) compared to what I'm used to with my limited rougelike experience, and it works pretty well; it encourages you to be consious about what you're using according to the situation. I have moments where I just run around blasting enemies, and moments where I have to stop and think my way out of a tight spot. It's pretty rewarding, and it keeps me coming back (even though I've yet to beat the game).If you're on the fence, maybe wait for a sale, but otherwise I think this is worth the $10 asking price.. Doesn't feel like it has a lot to offer in terms of replayability ... after one or two failed attempts I felt like I'd seen everything the game had to offer, and it wasn't very intriguing.There just doesn't feel like there's a lot of depth to the game... having only one character to control instead of a whole squad makes things proceed in a fairly simple matter: walk up to dude, empty your clip, hope you don't die in the process. Repeat. Repeat. Sometimes you pick up things to help.How you manuever your character relative to enemies has very, very little effect on gameplay... if any. If you sneak up on a character who is facing away from you and fire your gun, well ... in that same instant, the enemy manages to spin a full 180 degrees and land a bullet in your chest armor, so positioning and manuevering in this game means nothing.Kudos for trying a simultaneous move/turn system, but the end result is that you have all the enemies moving the same speed as you, and most of them have the same range as you. The end result ends up being that once you're engaged in a fight, there is little-to-no hope of disengaging from the fight to set up a defensive position or do a tricky manuever on the enemy, or whatever ... you just both continually fire on each other, hoping that the enemy dies first. update 15: level generator beast and melee: big features:- new room-types added to the level generator- melee weapon: crowbar- leaderboard cleared (due to new balancing+levels)This update is a bit later than you might expected from me, that's because I took on the fight with the beast called "level generator". There are now different area's generated randomly, breaking the corridor-room-corridor mix a bit. More of that will happen, but most of the groundwork is in place, so let's see if I broke anything ;)With this also comes a change in loot-drop, I found the drop-rate a bit on the high end in the last two updatesFinally I also added the first Melee weapon: the crowbar! It can be found in levels and crates, has limited usage, but it does add a nice extra weapon to smash crates or smaller creatures. The strength varies depending on which character you use. Still need to improve it a bit more, but it's working!And of course a bunch of minor fixes in interface and game area:interface:fix: centered score boards morefix: improved the small fontfix: right-arrow in character select screen / crash-bugfix: minor fix uploading high-scoresfix: after completing Daily run, it will go to Daily leaderboardgame:added: melee weapon: crowbarchange: map-generation, more diverse rooms added to the mixchange: a lot of rebalancing loot-dropchange: removed pre-placed “beacons”change: damaged crates now show tear-and-wearchange: fog-of-war rewritten, fixes various wall-bugschange: show b-skin "unlock hints" at character select screenfix: solid-scenery become more transparent when something “behind” themfix: b-skin with battle-suit now renders correctlyfix: shoot reinforcement soldier to make him go awayfix: dropping alien artifact from inventory won’t trigger 2nd artifactfix: monsters not spawning on-top of alien-goo. Contest #1: WIN A SKIN!: Okay, here we go, the first Space Grunts contest.. I have no idea if this will all work correctly, so let's not panic and see where it all lands.PRIZETo make this first one interesting enough, you can win:Tech-Junky B-skin Which will be a permanent unlock! so it's worth playing.THE CONTEST:Reach a Daily challenge TOP 5 spot on any of the days before Thursday 24th.. Starting on Saturday 19th. So that's either Saturday, Sunday, Monday, Tuesday OR Wednesday.And that's all you need to do! You can try it every day, no limits, except that you can only do the daily once obviously ;). New Orangepixel game is coming!: I'm currently wrapping up work on my new game: Gunslugs:Rogue Tactics, and will be doing a public-beta soon! The fight against the Black Duck Army continues in a much more serious way:Gunslugs:Rogue Tactics is coming and it introduces the game to stealth, sneaking, tactics and much improved gameplay!You can wishlist the game now, and jump onto Discord.gg/Orangepixel to be part of the upcoming public-beta!More information here: Gunslugs: Rogue Tacticshttps://store.steampowered.com/app/1012360/GunslugsRogue_Tactics/. version 1.4.1 - the dreaded end boss problems: A quick little fix, that hopefully ends all the end-boss problems people have been getting (a.k.a: the missing-switch).Let me know if you still run into the missing-switch problem in the end boss level. I'm 90% sure this fix does away with it, but I've been sure before ;)I also added a setting to the options menu to toggle between the old resolution and the new resolution as was introduced in the previous update. I can understand not everybody likes the higher-resolution (and the added view-distance it brings) so this is a way for you to change back to the original one.So.. go update!. Update #10: the final boss: It's here! the final boss, some of you already ran into a "work in progress" version of him over in level 15/16. Well now it's final, and defeating him will be the final task to complete the game.Also noticed some of you got very close, or even over, the 2 hour mark for a single run.. wow! I really thought people would be able to play in an hour max, so 2 hours would be a safe bet. Apparently, I was wrong. This does mean the leaderboards needed a reset and change due to the wizardry going on fitting all that high-score info into the Steam scorelist. The max amount is now 5 hours, if you go over that, it will just round to 5 hours. Obviously the faster times will get a higher-ranking, so don't take too much time to kill those aliens.Further more a LOT of fixes and improvements, so go dive in and have some fun.Next week will see the gates open up as the game officially enters Early Access and will be available from the Steam store. Just a few more "must do" items on my list before that, and once it hits EA I'll be pushing various new ideas and things I still have on the listagain: feedback is welcome! idea's as little as items or alien-types can spawn whole new ideas, so keep those coming !interface:fix: leaderboards now can go up to 5 hours (thought 2 was enough!)change: reset leaderboards see above for reason!fix: scores now show hours when neededfix: default resolution and windowed mode for first installschange: moved active items lower on screengame:added: final level+boss fight! (level 16)added: ending after boss-fight (work in progress)fix: skitters now more fair (not shooting through everything)fix: bugs with laser-turret not hitting monstersfix: room with the secret entrance, and secret, now working correctlyfix: various bugs with alien-goo not behavingfix: various bugs with NPC’sfix: various bugs with items and turnsfix: various bugs with using itemsfix: some background stuff could be shot thru by railgunchanged: NPC’s now offering mostly “rare” items for tradechanged: “egg-pods” now blowable (with enough power or explosions). update 32: fixing and editing: This update is really more a maintenance update as I don't want to do a lot of changes just two weeks before the full release (leaving early access: woohoo!)So as for the game stuff, just some minor fixes nothing big. Few visual bugs with your "Best score" stuff in the leaderboards, and a possible crash at startup caused by mouse movements.BUT this version does come with a little extra fun: a very early alpha version of the level editor.To activate the editor do the following:1. From within steam, right click on the game and select Properties2. at the "startup options" add: edit3. run the game.If done correctly it gives you a "create" menu item under the quit item in the main menu. Right now you can create a level, and test the level. but there is no saving/loading implemented yet.. it can also bug out at any time, so don't go crazy on making awesome levels just yet! The plan is to add steam workshop later so that we can play stand-alone missions created by the community (hopefully).Feedback on the editor is appreciated!interfacefix: last 2 datacard names got messed upfix: problem with your personal “Best score” in leaderboardsfix: daily “personal best score” (bugged out due to cloud saving)fix: random crashes at startup (caused by mouse movement). update 24: balancing, fixes, and improvements: A bit sooner than originally planned, but there are some bugs and balancing things that needed fixing asap, so here's updated 24!Weirdly I ran into a bug for the first time that crashed the game. Just a small line of code and it must have been in the game for months. Talked to a few other of the players and they actually ran into it just once or not at all. Freaky!It's fixed now tho, so if you do run into crashes let me know on the forums or on my twitter.com/@orangepascal !I continue to tweak the balancing on item drops, you'll notice small differences with every update, hopefully for the better.Still not happy with the combo system.. but it's more visual now so you at least now it happens and in most cases: why did that happen.Please don't forget to leave a review or a rating on the Steam page.. it hugely helps getting this game more known and thus improve the chance of me keeping updates coming. Thanks in advance!interface:change: beautified the logofix: “survived” scores should now be uploaded (hopefully)game:change: more balancing on drop-rateschange: made b-skin Tech junky easier to unlockchange: made combo’s more visible and knownfix: electricity trap-rooms can be disabled with EMP’sfix: lesser electricity trap-roomsfix: decoy ducks now explode properly (in time)fix: weird crashbug that could cause with security bots (the blue ones). version 1.4.0 - more screen space: Some minor, much overdue, fixes in this version and a big update to the graphics.The internal game resolution is increased about 5%-10% depending on your display settings. Meaning the graphics are now a bit smaller on the eyes but also come up more detailed and less pixelated without losing their pixel-art nature.It also means I could increase the amount of scores shown from 10-20 and combined the statistics screen into one big one.I'm looking at adding a "new" leaderboard splitting up the Survivors into their own board, making the global board more interesting. This will be done in a future update as soon as I'm done with Heroes of Loot 2 (4-8 weeks I hope).I'll also hopefully be able to wrap up the level-editor and get that fully released later this year (haven't forgotten about it)fix: Techjunky b-skin voice now femaleadd: max-level to character screen (eg: level 2/4)add: datacard for “Sluggish”fixed bug with fullscreen switchingimproved graphics (slightly higher resolution)increase scoreboard to show 20 scores (previously 10). Beta Update #3 - work on the interface: Really loving the feedback you guys are giving through the forums, messages, tweets, etc. It allows me to improve the game in all area's.In this update I tackled a lot of the interface things, normally something I delay until closer to the end of the work, but I got so many requests and remarks about various bits and pieces that I decided to start fixing it a bit sooner.The options menu now comes with proper resolution settings (in windowed mode) and there are now some nice volume sliders for music, effects and ambience.. so go crazy on those!Luckily I also had time to add some new cool game related stuff: fire, acid, improved sounds, and more!So grab the update, and read the list to see what's new:interface:new: resolution setting (windowed)new: music,sound,ambience volume slidersfix: improved gamepad button layoutfix: M or TAB key now open the mapfix: inventory now opens with first item selectedfix: gameover screen easier to readfix: “killed by” info should now work better (i.e.:not change)game:new: poision from plants now also hurts aliensnew: acid barrels (later levels)new: fire-spreading (later levels)fix: increased Drone attack ratefix: changed/added/improved various sound effects for monsters/robotsfix: laser-turrets now show their directionfix: various bugs with the warper-creaturefix: alien-plant shows triggers less speechfix: new laser-weapon sound (work in progress)fix: stronger laser weapon now looks and sounds differentfix: upgrading current weapon wouldn’t include “double shots” until reselected. New game: Heroes of Loot 2 now in Early Access: Hey guys,just a quick update to let you know my new game Heroes of Loot 2 is now live on Steam:http://store.steampowered.com/app/439880It's a "dungeon crawling rpg action adventure" where you control a range and melee character and use them to survive in the dungeons, complete quests, solve puzzles, defeat bosses and grab LOOT!check it out !
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Space Grunts Full Crack [key]
Updated: Mar 23, 2020
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