爱达荷州立大学中国学生学者联谊会

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Space Grunts Cheat


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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?

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Title: Space Grunts
Genre: Action, Indie, RPG, Strategy
Developer:
Orangepixel
Publisher:
Orangepixel
Release Date: 12 Jan, 2016


Minimum:

  • OS: Windows 7 or higher
  • Processor: 2.0 ghz Dual Core
  • Memory: 2 GB RAM
  • Graphics: Intel HD3000 or higher with OpenGL 2.1 support
  • Storage: 200 MB available space
  • Sound Card: OpenAL supported sound card

English




Fun, solid strategy. Great for quick plays. Great clean pixel art and sound. Tons of replayability.. Really fun little roguelike. I enjoyed it so much I bought it on Android to play on the move, which is actually where I've spent most of my time playing. It's just the right level of 'deep' to be fun without being overwhelming.. Yeah, great game lots of fun, like to play the daily and get as far as possible, played the game for hours now and still I haven't seen or found everything.. Good game, but after recent update the game is unplayable.. 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.. After waiting and watching the progress on twitter I'm happy to finally have had a moment to sit down and enjoy this game. It's great! No troubles using my PS4 gamepad over bluetooth either!
The mechanics are straight forward and it's just the right kind of replayable for me. I was already a fan of the Orangepixel style and it's amazing how it came together so well in a turn-based game format. Still juicy, love the action, love the ability to plan out your attack on a room.
The balance of ammo and health drops feel pretty good to me so far (only played a little bit at the time of writing so who knows what the future holds); the levels and setting are just a nice change of pace over the typical high-fantasy of similar titles. I only bring that up to say that I appreciate variety, and not to suggest one setting is superior to another.
It doesn't appear that you're going to find the seriously in-depth story-telling and lore like you might find in games like Caves of Qud (or insert another previously released rogue-ish-turn-based-action-adventure game that you might love); for me this is perfect. They can't *all* be about huge tomes of lore and storytelling.

Sometimes you just want to get out there, rock that moon base, and tell your own story. Space Grunts delivers!


Update 17:


The nice image above basically shows my last 8 months of working on this game. We've come so far and we're not there just yet! ;)

In today's update a lot of fixes to various small things. Some of those were bugs, others are part of the balancing that will now be done more often. The hardest part in game development is getting that right, but we'll get there.

On yesterdays daily run I had my ass handed in level 2, but Aline managed to reach level 16 running into a bug causing the end-boss to be un-destroyable! That shouldn't happen anymore, my night on the couch made sure of that ;)

There is also a "work in progress" save mode added to the game, basically it saves automatically after every completed level.. so if you have to step away from the game for a long time or a power-outage, it should be possible to continue the game at the last save point.. let me know if you run into problems with that! (if you die, or complete the game, or are in a daily-challenge, there will not be a save game)



interface:

  • added: average playtime to stats (excludes old gametime)
  • added: very “work in progress, might go wrong” game saving/loading


game:
  • added: Techjunky “hurt” voice sample
  • added: Mimick monster
  • change: improved explosion sounds
  • change: small changes to camera movement
  • change: Marauders now also “pickup” items they walk over
  • change: alien-pillar now does his thing once every other turn
  • change: spider nests with flame/switch only if room isn’t HUGE
  • fix: berzerker usage bugs
  • fix: melee weapon now has “max” health, won’t increase above that
  • fix: made NPC’s a bit stronger, slightly less “accidental kills”
  • fix: level 16 not having switches
  • fix: ammo-crates give less ammo (was a bit overkill)
  • fix: not every mom-spider will spawn an ammo-crate
  • fix: alien-pillar now becomes “unsolid” when destroyed
  • fix: alien-pillar now takes proper damage before being destroyed
  • fix: spawning behind ancient pillar now makes pillar transparent
. 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 Properties
2. at the "startup options" add: edit
3. 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!

interface
  • fix: last 2 datacard names got messed up
  • fix: problem with your personal “Best score” in leaderboards
  • fix: daily “personal best score” (bugged out due to cloud saving)
  • fix: random crashes at startup (caused by mouse movement)
. 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 Tactics

https://store.steampowered.com/app/1012360/GunslugsRogue_Tactics/
. 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 updates

Finally 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 more
  • fix: improved the small font
  • fix: right-arrow in character select screen / crash-bug
  • fix: minor fix uploading high-scores
  • fix: after completing Daily run, it will go to Daily leaderboard

game:
  • added: melee weapon: crowbar
  • change: map-generation, more diverse rooms added to the mix
  • change: a lot of rebalancing loot-drop
  • change: removed pre-placed “beacons”
  • change: damaged crates now show tear-and-wear
  • change: fog-of-war rewritten, fixes various wall-bugs
  • change: show b-skin "unlock hints" at character select screen
  • fix: solid-scenery become more transparent when something “behind” them
  • fix: b-skin with battle-suit now renders correctly
  • fix: shoot reinforcement soldier to make him go away
  • fix: dropping alien artifact from inventory won’t trigger 2nd artifact
  • fix: monsters not spawning on-top of alien-goo
. new game: Heroes of Loot 2 - pre order now for 30% discount:
Hey Guys,

My new game,Heroes of Loot 2, is almost ready for an Early Access release, and as with my previous games I'm doing a pre-order discount for the early-birds, loyal Orangepixel fans, and followers.. and that means you!


The Pre-order comes with a Steam key, which will be usable as soon as the game hits Early Access.

Early Access will be in week one or two of May, at which time you can also buy the game directly on Steam (but without the 30% discount).

So, if you want the game AND the 30% discount, check out the pre-order page here:

http://orangepixel.itch.io/heroesofloot2

Read more on the game here:

http://www.heroesofloot.com. Update #11: the big pre-ea-fix:


Tomorrow (Tuesday) the game enters Early Access, this hopefully means a lot of new players entering the moonbase and leaderboards. It should mean you can also start leaving reviews on the game page.. (hint)

Back to the important stuff:

So today's update brings mostly a lot, and I mean a lot, of fixes and minor tweaks to the interface and also various stuff in the game.

And one, often requested, feature is now added (slightly work in progress) and that's defining your own keys! For now it's just for keyboard, still needs some improvement, and I'll see what I can do for controllers, altho they are using a fairly basic layout already.

The interface look has changed slightly, giving a more unified look for everything.


So enjoy! I'll see you on the leaderboards, as it looks like we have our first "surviver" topping the ranks in a pretty decent time!


interface:
  • ADDED !! : input settings for keyboard - check them in options menu
  • fix: various gamepad button assignments
  • fix: stopped controller from taking over the interface (deadzone check)
  • fix: added middle-mouse button for inventory
  • fix: more unified interface look

game
  • change: made Techmine more usable (auto-countdown, always explodes)
  • added: animation for the “alien portal”
  • fix: mom+kid spider gave wrong name when they killed you
  • fix: improved looping of music
  • fix: level 12 exit-placement problems
  • fix: secret area-walls now shootable with mouse controls
  • fix: CPU’s not always showing up on map
  • fix: Spawner was blocking rockets
  • fix: NPC asking for 2 different things if you returned
  • fix: NPC sometimes spawned at exit
  • fix: stopped barrels from exploding when in in-active area’s
  • fix: made “secret” stuff not appear in early game sessions to not scare new players
  • fix: damaged items, now more noticable damaged
  • fix: “underground cave” entrance wasn’t spawning (like close to never)
. Beta Update #2:


If you played with the mouse you probably bumped into the "plant" thingie and most likely got stuck? That's fixed! and a few other things:

interface:

  • fix: windows app icons
  • fix: fragmentor-weapon info text shortened
  • fix: removed line under chapter name
  • fix: added instructions to cpu-access and weapon-upgrade dialogs
  • fix: added “back” to options menu

game:

  • fix: stopped “inventory after death” from working
  • fix: monster-spawner now only spawns smaller enemies
  • fix: mouse-controls and “alien plants” bug solved
  • fix: CPU terminals weren't active (oops!)
. 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/439880

It'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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