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What do you think?

I like it!! I'll gonna play it 10 times in one week!

Cool concept I have apply for your monsters job posting

wow

Free

Crater Hounds: First Wave - V0.1

Version: 0.7.75about 2 years ago

Twin-stick mech-riding, drop-shipping, goon-stomping action featuring generative levels and a spin on the old rouge formula.

Still WIP - lots of placeholders for enemies and bosses!

CRATER HOUNDS: FIRST WAVE is a die hard rogue-lite twin-stick shooter featuring MECHS, loads of GUNS and a ton of SKILLS to customize your run!

#twinstick #shooter #roguelike #scifi #mechs #procedural #scifi #action #retro #skills #upgrades #abilities #synergies #other



all-ages
Intense Fantasy Violence
Animated Bloodshed

Got 3 Mechs in so far:
'Irrlicht', your default machine. Its equipment and abilities are powerful but basic.
Then there's 'Waldschrat' and 'Nachtalb', requiring to bank some credit before you can unlock and upgrade those.

Unlockable Mechs!

Decide where to invest your credits:
• Upgrade your Guns?
• Aquire new Abilities?
• Or buy a new goddamn Warmachine! Complete with its own upgradeable skills and deployed whenever you call it!

The choice is yours!

Quick showcase: current state of the Mech call and deployment

I think the sounds make it particularly satisfying - check for yourself, its a default ability!

Finally got around to adding the player character!
The Crater Hounds are a branch of the United Terran Army, the only one to accept non-terran members. Their member's backgrounds are either unknown or held under wraps, individuals considered expendable.

ANOMALIES
Phase shift to a parallel reality where certain gameplay rules a turned on their head, like:

- Enemies suddenly bleed acid (see Gif)

- Leech on enemies to fight a creeping health drain

- Time moves only when the player moves ...
- and many more

The Upgrade System:
- Defend the Beacon against incoming waves until the Upgrade Pod arrives
- Purchase upgrades using Orbs collected off defeated enemies
- Upgrade your Blaster, your Mobility, your Mech

Super Massive Update!
Going to split this into multiple posts; so here's the most obvious (although not the biggest) change:
the Mech's boot-up sequence and lights!

Massive Update!
• Progress is now stored across sessions
• Mission structure reworked: take down the Relay to access the Boss
• More Mechs to discover
• Adjusted the overall difficulty

Calling for feedback!

While working on new assets I'd be happy to get some insight on how y'all view the game's current diffculty? Too much bullet hell? Too little aim assist? Let me know!

Been working on bringing Mech pickups back to all map settings!
Also staging the Boss fights a bit more. Plus the usual bunch of fixes, of course.

Try beating a Boss by shooting them out of their Mech with the according ability!