We are working on Wreckin’ Ball Adventure!
Our idea is to implement a few improvements and tweaks now.
We would like to show them to you to see how you like them.
Would you help us?
Ok, so the plan is to create an experimental branch.
The branch includes the game for your test, with new features for your evaluation.
In order to run the experimental version of the game, please follow the manual:
https://steamcommunity.com/sharedfiles/filedetails/?id=516601320
Every owner of the full game is welcome to play the experimental version.
After we receive your feedback, in case you like the features, the experimental version will become the main version.
How do you like this idea?
Please let us know your feedback here or in Discussions.
Here are the features: Build 1.02.5415E:
1. Added option to always show mouse cursor.
2. New hook action that detaches other players if hit them.
New keybinding: Keyboard: P1 U/Q P2 NUM7 GAmepad X (no in-game bindings info yet)
3. Added new checkpoint on Day13
Test the experimental branch and let us know your feedback!
No Gravity
It's time to wake up! Good Night, Knight, hilarious dungeon-crawler is now available for wishlisting!
- How does it go, again?
- The Knight fell from the Spire, and then died. The End.
Well, almost...
https://www.youtube.com/watch?v=gxTr4qWCFWo&t=26s
Good Night, Knight is a dynamic sneak-and-slash RPG that mixes procedural generation with hand-made puzzles and story! Featuring heavy-hitting deliberate combat, robust stealth mechanics, a huge selection of versatile items, and unique threatening enemies to face!
Become the one and only - extremely honorable, brave and … a little bit sleepy, Knight of the Holy Divers. The ancient evil has been banished, the princess rescued and the Knight retires - but something is wrong. You awake falling to your death - probably - from the top of the mysterious underworld spire. Regain your memories and to save the world - most likely - again. Go forth Holy Diver it’s - definitely - all up to you.
Good Night, Knight is a humorous twist on stories you likely already know from fantasy books and games, set in a pixel medieval world. With a range of unique and peculiar knights, creatures and many different story events Good Night, Knight offers a truly unusual experience.
This charming 16-bit sneak-and-slash adventure is a mechanically-deep dungeon crawler featuring robust stealth, stamina management, a dynamic field-of-view system, versatile items, resource management, and much more to discover!
KEY FEATURES:
Strategic heavy-hitting combat: Skill, timing, and good positioning are key to your survival.
Robust stealth elements: Sneak, peek around corners, with the help of the dynamic field-of-view system and learn where enemies are patrolling to catch them off-guard. Or hack-and-slash your way through them all!
Procedurally generated dungeons: Randomly generated areas and a mix of hand-made puzzles make each campaign unique and interesting.
Huge amounts of loot to find and equip: Mix and match gear, potions, and curses to find your preferred playstyle.
Risk/Reward management: Choose between retreating to rest or venturing onwards for extra rewards.
Extra challenges: Enable many different extra challenge modifiers for even more rewards, but don't get too greedy!
Prepare yourself for battle: Food, ingredients, and provisions help you stay in top shape during battles. Gather resources during combat, and manage how much to spend during preparations.
No permadeath: Progress is saved while advancing through the campaign. And just like real life, death can still be very costly.
Optional Ironman mode: In this game mode, if you die, everything is lost! Only for the toughest Knights!
Hello again everyone!
First time after the premiere of the game :D Today I wanted to talk to you about how cooperation works in Wreckin' Ball Adventure.
We spend a lot of time talking about the design of the game how the players can play together. We were pretty sure that we want to create a game that you can play with your friends, family or girlfriend on the couch. So the game has a very low point of entrance and high ceiling of mastering. Low-level players can beat the levels in 5-10min. The hight-level player can under the one minute. How we connected those two kinds of players?
For example, a better player can create a "Temporary Checkpoint". He needs for this 10 orbs. Every player who dies respawns in this checkpoint but be careful "Temporary Checkpoint" have 3 uses. After third respawns checkpoint disappear and the player has to use another 10 orbs to create new.
https://youtu.be/nvu8XSIdsQc
If the lower-level player has a problem with one part of the level, the part is too difficult, he can use a "co-op teleport" to teleport to the player who is closest to end of the level and this costs zero orbs, it's free.
Playing together is also good for speedrunners. The players can split to collect stars faster and unlock new levels in game :D
Hey there, awesome people!
Are you ready for the endless fun? Wreckin' Ball Adventure launches tomorrow!
Please stay updated as we have something special for you all, but we don't want to spoil the surprise just yet ːsteamhappyː
Be prepared for the special edition of the launch live stream featuring creators - Don't Bite Devs!