Once again, thanks to players who've let us know about bugs in our Discord following the 0.4 release - LOTS of minor issues have been fixed with your help!
Originally Feartress was released as a 0.1 alpha on the web, with just one 8x8 map to be played. Players could replay and explore different strategies to improve their completion time.
We evolved the game to include 13 worlds with progressively stronger enemies, and carrying items through to new worlds is a big help in defeating them. Recently we added your total world completion time to the map screen.
But what if you want to see how good you are at clearing each world without relying on your carefully curated loadout? Well, now you can test yourself in our latest update!
Time Trial
This new mode is available for any world you've already completed. Select it via the main menu:
You start the world from scratch with no items, but what's that?! A bunch of chests with useful gear waiting to be opened!
The chests contain a mix of equippable items (including a legendary!) and consumables - use them wisely to defeat the corner tiles as quickly as possible.
Some additional help includes:
Access to all books
x3 item sell value
x10 gold from combat
+2 enemy loot rating
We look forward to hearing what you think about the new mode!
Additional keyboard shortcuts
We're happy with the shortcuts we added to the game, but the more we tried using them, the more we wanted to add - so we did!
For example, you can upgrade and perform building actions from the build menu, all with the keyboard.
Other new shortcuts exist, such as for selecting dialogue and attacking, feel free to try them out yourself!
Updated main menu
The main menu has undergone a minor refresh, eagle eyed/eared players may be able to spot the differences.
What's next?
For now, we will continue to listen to feedback on Discord and fix any bugs that crop up.
The two of us are hoping the game can gain more traction before we devote significant time to figuring out what direction to take the game (in terms of new maps and story). We'd also like to add translations at some point, as our web version had a lot of Japanese and Chinese players.
Thanks for reading to end, hope you enjoy the update!
We've got some several fixes with this patch, please take a look at our patch notes. Please continue to post any issues you encounter here and thank you for playing!
Changes:
Updated to Intel XeSS 1.1
Addresses an issue with first boot presets not being applied on AMD Radeon RX 7000 series cards
Addressed an issue with graphics drawing incorrectly on Intel Arc machines
We've got some several fixes with this patch, please take a look at our patch notes. Please continue to post any issues you encounter here and thank you for playing!
Changes:
Updated to Intel XeSS 1.1
Addresses an issue with first boot presets not being applied on AMD Radeon RX 7000 series cards
Addressed an issue with graphics drawing incorrectly on Intel Arc machines
Couch Party Game Night - Couch Party Game Night .com
2023 03 31 - added the following playable demos to Work Site map.. reverb boxes, portal booths, graffiti system, & automatic rollups - changed Murder Ball icons to stay on while carrying regardless of distance plus hides it's graphics until dropped again
2023 03 29 - added flying debris to all explosives to match the feel of bullet impacts - added hallow space to interiors of pyramids with structures inside - added more unfinished work in progress items to the Work Site map to see and play around with - fixed AI sometimes beaming out when they're not even lost (they get scared i guess) - restored nametags but instead of above your head they're now smaller across your chest -- added wave system for Target Practice mode which increases both the frequency of spawning AI and the amount of AI allowed to spawn --- added dynamic music system with some test music and combined with the new Target Practice waves it's a really crazy fun time
Adventures of DaKoo the Dragon combines multiple play styles that can be accessed instantaneously. You'll be able to use combo attacks, then transition smoothly to combat attacks like punching and kicking or shoot fireballs without loosing a beat!
The game has no load times after the start menu so transitioning from level to level will be smooth. Gravity based levels change the pace of the game. in the Special Vortex levels you can take the chance to get more power ups with a randomized level of difficulty including things like rocket ships and light switch levels!
Today I have just uploaded the latest set of changes to Steam, Ahead of it's release. What was going to be a simple update has turned into a huge one, with over 20 changes and fixes. Things like the save game system, the level restart and attack animations are just a few of the things that have been worked on.
Below you'll find a list of changes and fixes that have been worked on since the game was posted to Steam. Keep in Mind the work does not stop here. I encourage you to post here or on my indieDB forum with issues and suggestions!
Added remove all factories to spawn vortex at the end of each level
Added factory count to hud allowing players to more easily track how many factories remain
Increased speed of factory destruction animation
Updated teddy bear art
Updated Shovel art
Updated Bat death animation
Updated desert palm tree art to allow DaKoo to stand out more against the background
Ice level background art update
Midvortex level 39 updated
Vortex level 37 updated
Level 9 Updated
Menu restart level now sets player to the first checkpoint after exiting the midVortex level
Re implemented all ground enemies in the vortex levels
Improved metrics to final boss
Improvements to background on final boss battle
Added additional FX to final boss
Numerous artistic changes to levels throughout the game for aesthetic appeal
changes to the punching attack animations for the ground and air
February 27th Update
complete re-works for levels 38, 39, 41
Extended changes to levels 20, 22 and 23
Visual changes and updates to the art for levels 26-36 have been updated
Attacks animations would sometimes be stopped by enemies contacting DaKoo from below has been fixed
Jump box sometimes stops player control fixed
Prizebox collision zone increased
Armordillo disable controls that allowed up arrow jump and other arrow keys to be used
Hedgehog disable controls that allowed up arrow jump and other arrow keys to be used
Changes to combat attack system that fixed an error that could occur
Fixed teeter animation triggering when fireball is used near the edge of a platform while jumping
Updated Spike ball Drones art and damage areas
Updated mole art
Move air swoosh behind attack items in DaKoo Finishing move Animations
Changed stone press top to have spikes to signify danger
Updated stone press art
Changed damage total and impact zone for stone presses
Balanced zoom triggers to avoid possible hitching
February 4th Update
Adjusted scarab height
Changes to levels 13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36
Changes to mid vortex levels 9,32
Changes to vortex level 4,
Added teeter triggers to dessert levels
Fixed laser tops for blockhead Boss
New improved flying animations for DaKoo
Changed Armordillo firing method to laser bullets
Shield level 4 and 5 will now block turret lasers and Armordillo laser bullets
Improved art for level 1, 2 and 3 shield
Added shield to the IceBoss
DaKoo Shovel art improved
Light bulb glow on switches fixed
Flying to air attack anims caused accelerated fall speed fixed
Added extra double jump animations and transitions
Added Jump attack fireball anims for all double jumps, attack and finishing moves, allowing player to shoot fireballs while still attacking.(making for a way more smooth transition to and from current animation)
IceBoss Metric improvements
Iceboss animation timing improved
Fixed shadows for DaKoo on "to fall" anims (animation transitions that bring DaKoo out of attacks)
Jellyfish limit is causing no spawn on level 51 fixed
Add more rock art to background of the water levels
Added swim burst animation for the water levels that will replace the constant swim jump and aligns with swim idle(Full speed swim animnations still remain)
Swim burst to idle animation added
Fixed bug that would cause the player speed to increase if swim trigger button was down on game pause.
Finishing animations now execute on factories being destroyed
Rocket Ship pickup FX optimized
Added 2 new Rocket ship weapon pickups
Player shadow Opacity set to 75 percent in the vortex levels now
Fixed Player shadow not showing on vortex level 32
Fixed Title Screen Bug that would cause the Title and DaKoo avatar to fall off screen
Cursor for title screen will now reset position when it goes off screen
Added the following finishing animation items
Golf club
Cricket bat
baseball bat
Hockey stick
teddy bear
fry pan
lacrosse stick
mace
shovel
crutch
violin
plunger
November 13th Update
Laser borders add to all vortex levels
Penguin art reworked
Added knee pads to a knee attack animation
Fixed boxing gloves not being removed at random intervals after jump attack animation
Levels 14, 18 and 20 have been reworked
Increase playback speed of death FX animation for certain enemies
Changed rocket ship attachment to return to player
Changed rate of spread shot pick up for rocket ship
Set limits to total amount of Teddyspring and Jellyfish enemies allowed on a level at 1 time
Added fade to enemy rock boss on death
Added back button to menus so players do not have to leave and re-enter pause menu
September 26th Update
Spacebomber spawners added
Spacebomber fade on explosion adjusted
Fixed music bug after "game over" and start is pressed on the intro screen
Added "return to menu" button in the pause menu
Changed intro cut-scene skip feature
Changed long Jump animation for DaKoo
Fixed zoom issue during intro
Reset global variables on "return to menu"
Changed and realigned game text
Re-worked clock bomb metrics in the vortex levels
Re-worked teddyspring metrics in the vortex levels
Re-worked spikeblossom metric, coverage area and spawners added for both sides of the game
Fixed error with jet-pack in vortex side of the game when score reaches zero
You can access different Houdini Indie production builds and daily builds on Steam by following these steps:
-Right click on Houdini Indie in your Steam library -Select Properties -Select Betas -Choose the Houdini daily build or production build you want to use from the betas list. (Select "None" to use the most current production build)
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