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Space Grunts Pack





















































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? a09c17d780 Title: Space GruntsGenre: Action, Indie, RPG, StrategyDeveloper:OrangepixelPublisher:OrangepixelRelease Date: 12 Jan, 2016 Space Grunts Pack Fun, solid strategy. Great for quick plays. Great clean pixel art and sound. Tons of replayability.. Bought this during early access on steam. Please see below video for my "initial" blind thoughts as I played through my first game. Too Long Didn't Watch: Strong first impression: enjoyable, pretty good variety for early access, will be playing more. https:\/\/youtu.be\/pWHDPfCf7cQ. Enjoyable. It could be better with deeper story, loot explanations, and perhaps some mechanics tutorials. Good fun, and pretty game.. 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.. so far very well put together roguelike, damn fun to play too. https://www.youtube.com/watch?v=MpfuA052kyM. It's like a turn-based Nuclear Throne, but I think it looks better. Plenty of action, weapons and pickups to find. Update 31: Cloud saving and contests!: Somebody mentioned Cloud saving? Actually, a few people did, and lucky for you guys I recently got a new PC so I also needed a way to take my progress with me: enter Steam cloud-saving.It's a best-case implementation, so if you have the game on 2 pc's, it will only take your cloud-progress if your local progress is "less".Another cool thing added in this update is the Moonbase-logs, you can find them in the stats menu near the datacards. Basically these logs unlock with every NPC you find per level. Finding all of them will be hard, but it will open up some nice lore on the happenings in the base.I'm also trying something new in this update, I added code which, in theory, should allow for contests! The prizes for these contests are in-game awards for now, so you might be able to win a battle-suit, or a gaia statue for your next run, etc. It will also be possible to win a b-skin! so let's see how that all works out.I'll come up with a contest soon, it should all auto-trigger on your game, and we'll take it from there, see where it takes us ;)And finally I updated the HUD, to a more space-marine style look. Think that removes the last few bits of the game that still reminded me of Heroes of Loot which it originally would be a sequel to ;)interface:added: Steam cloud-saving (datacards, unlocks, stats)added: contest-handling code! (I really love this, you’ll see!)added: one new datacard to collectadded: story-logs (see stats menu, find NPC’s to unlock them)change: a new game hud, a more space-marine-type-style-thingiefix: changed text “destroy’s” into “destroys” game:added: finding NPC now unlocks story logsfix: Moonbase 30 achievement not unlocking fully. 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. 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 27: interface changes and game tweaks: Don't be scared: the interface has seen a change in color, I find this more fitting to the setting of the game and never was happy with the blueish boxes. It's actually a miracle I kept them in for this long!I also added a few more interface and user-friendly-ness changes to the game, especially for new players (welcome!). This includes a little info on what datacards are all about, but also shows an upgrade dialog when you pick up the Amulet, Space cube, or tech-manual.. so that those event's are more apparent.enjoy! and as always feedback and idea's are welcome! (really running out of idea's now.. which is good, since the game is mostly complete at this point)interface:added: “back” to credits screenadded: mobile interface (android and ios version)change: interface colors/details game:added: Alien healing-statue now does some alien-damage around it when destroyedadded: alien-goo roomsadded: some barrels now leave radiationadded: dialog showing upgrades (luck,tech, inventory)added: small “radiation” areas in radiation zoneadded: tutorial-infobox for Datacardschange: increased drop-chance for gas-maskschange: space-cube now increases inventory with 3 (was 6)change: Strongarm now has a few more inventory spots at startchange: Orb - Portalus made into a normal item: Portaluschange: floor-scorch marks now appear more often in big explosionschange: text-bubbles start opaque, slowly get transparentchange: slight increase in drop-rate for datacardsfix: damaged-item having a weird white-rendering bugfix: berzerker gun now stops when bullets are depletedfix: small increase in chance of the “cave” levelfix: bug for hidden-room detector going crazy. 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/. Update 14: reinforcements: A slightly unplanned update, but there was a big bug with achievements, basically the wrong one would unlock! Sorry for that guys.So not really planned to update this one, but there's some fixes coming along with this and 2 new things: reinforcements and zombie's.The "tele beacon" item is now changed in that it also adds a little reinforcement dude standing on top when you place it. It will shoots in the most dangerous directions around him (so don't get in his friendly fire!) and when he gets to much damage or runs out of bullets will be gone again.The second is "zombies".. I noticed some of you guys like to shoot the NPC's after a nice trade was made.. not nice ! and I hope you try that again from now on ;)interface:fix: some achievements got messed up, fixed nowgame:added: don’t shoot the NPC’s !added: reinforcements (improved beacons)fix: solid scenery not blocking bulletsfix: improved Cyberalien AIfix: various wall-rendering bugsfix: after playing daily challenge, levels would remain the same. 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 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). 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

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