Doukutsu Randamu (proof of concept)

Dec 26, 2021 at 6:26 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
The prototype for this thing was created on a weekend for Modfest XVIII. And it won!
tBITMsS.png

Each level is 118x118 map with procedurally tile layout, hazards, enemies and treasures. Each time you die, you start over from depth 1.

You can encounter life capsules, chests, refill stations as help.

To progress to next stage, collect 10 stars, randomly generated on each level.

Seeds are available, create a file called `seed.txt` in mod's folder and fill it with up to 9 letters or number lower than 4 billion (2^32).

Using certain seeds can yield different characters. `CurlyBrac` gives you Curly, `KingTable` gives you King, `FluffMimi` gives you Toroko, `Raymundo` gives you Misery.

The mod's zip has readme for more information.

Doukutsu Club

Our Discord server

Credits:
- Based on: CSE2 Enhanced by Clownacy and GabrielTFS
- Music: Cory Welch, Tinned Duck, 2dbro, Zenix, txin, mLurker
- Used sprites: ZarroTsu, AsperDev, Tert
- Coding help: Kaitlyn
- INI decoding: benhoyt, Blandinium
- Ideas: NethoWarrior, eli, Tert, Taiki, ColdCallerLoopy, Zierin705, eviled, Thyme Warp, duncathan, Daedily, Woddles, rde, CyberSlash, IdioticBaka1824

1.26.1:
- Fully fixed time saving.
- The time is saved even when you decide to continue the run.
1.26:
- Buffed Energy Whip's damage from 2/4/6 to 3/5/7.
- Buffed Fireball Level 3 to 9 damage total.
- Added Upntscale and Russia character seeds.
- Reduced spam of endgame enemies.
- Reworked Creation Energizer: now allows to place blocks remotely with mouse.
- Reworked Nice Shoes: now easier to control.
- Added Chaos Key into chest loot.
- Fixed 290.sec saving not working.
- Nerfed ice level's friction.
- Nerfed Frostbite Stopwatch: has limit on freeze frames, gives less frames and even less on Doctor.

1.25.2:
- Fixed Nice Shoes and Battery Pack TSC.
1.25.1-re1:
- Removed Wall Hook from starting inventory.
1.25.1:
Changed chest RNG.
- Changed chest distribution again to eliminate more empty chests.
- Equippable items change inventory text if they are equipped.
- Wall Hook now can stick player to the wall with Ability key (doesn't work with Toroko).
- Fixed new universal ORG not looping.
- 290.rec times are individually saved for each seed.
1.25:
This version is not compatible with 1.24 seeds.
- Added 2 new tilesets from Kero Blaster (Tert).
- Added Nice Skates and Battery Pack as chest loot.
- Added a new universal BGM.
- Fixed the bug with energy whip being unusuable.
- Fixed the bug with weapon selecting.
- Bute's arrows no longer home.
- Updated backend to 2.0.16.
- Added Mod Webpage button.
- 'mob_modifier' behavior is reversed.
- Pickup limit configs can increase amount of pickups.
- Added more info to extended info.

1.24:
Changed terrain and object RNG.
- Updated item sprites. (AsperDev)
- Fixed Hell BGM not looping.
- Nerfed Doctor's both phases HP.
- Reworked bouncing projectile attack: shoots waves way faster, but projectiles disappear faster.
- Nerfed Doctor's phase 1 attack speed.
- Added challenge/modifier system, using inih and config.ini file.
- Doors actually open now.
- Fixed Doctor's initial speech TSC.
- Fixed bizzare Spur bullet behavior.
- Collecting a star shows starry particle on position of star and star indicator.

1.23-re2:
Reuploaded again to make enemy shock match vanilla CS.
1.23-re1:
Now includes 1.23 actual EXE with fix to shock values.
1.23:
Changed terrain and chest RNG.
- Chests and refills are easier to distinguish on minimap.
- Added Boomerang Blades as chest loot.
- King gets Energy Whip and Boomerang Blades from start.
- Reduced King's movement speed.
- Dissolve damage timer from Core and Egg Corridor is no longer reset out of water.
- Most dangerous tilesets are not rolled for first 2 levels.
- Quick reset works in inventory and minimap screens.
- Buffed Nano Quiver's projectile rate.
- Updated readme to include credits.

1.22:
This version is not compatible with 1.20 seeds.
- With 33% chance the new music will be chosen depending on tileset.
- Arcadia and Hell always play their new tracks.
- Improved Arcadia's tileset.
- Added two more universal ORGs.
- Overhauled weapon display to allow for 2 rows.
- Buffed Nano Quiver's projectile rate.
- Removed fireball from everyone's starting inventories.
- Reduced Energy Whip's spread and increased its attack rate.

1.21.2re-2:
Reuploaded to include actual 1.21.2 instead of 1.21.1.
1.22.2:
Affects chest RNG.
- There is always 2 chests instead of 2-3 chests.
- Added Energy Whip as chest loot.
- Fixed Nano Quiver's TSC, reworked it to work better with Spur and Blade.
1.21.1:
Affects chest RNG.
- Nerfed Propane Tank's flame firerate by 44%.
- Gravity Necklace's effect is less distracting.
- Snake gets autofire and splits into two projectiles with propane tank.
- Changed the chest generation algorithm again.
1.21:
This version is not compatible with 1.20 seeds.
- Added Plantation, Core and Arcadia tilesets.
- Egg Corridor and Core water dissolve your skin. Equip Life Bond to negate.
- Buffed Critters and Bats appear after Doctor.
- Doctor's stage is properly marked as depth 10 now.
- Reworked backgrounds, now each stage has its own bk.
- Added Laser Gaudis as depth 9+ enemy.
- Increased Curly's ascend and descend speed.
- Decreased Curly's movement speed.
- Added Nano Quiver into chest loot.
- Water Gun no longer functions inside of Sand Zone or Outer Wall.
- Added F2 quick reset hotkey.
- Updated readme.

1.20:
This version is not compatible with 1.19 seeds.
- Fixed the bug with iron bond which was negating all its buffs.
- To compensate, all iron bond cooldowns are increased by 60%.
- Fixed the bug with using dashes with different cooldowns.
- Reduced enemy amount growth with depth again and adjusted how they spawn:
* Critters no longer appear after depth 5 and there is 50% less critters on depth 5.
* Bats no longer appear after depth 4 and there is 50% less bats on depth 4.
* Beetles no longer appear after depth 5.
* Power critters appear starting on depth 2 and no longer appear after depth 8.
* Archers appear starting on depth 3.
* Skullheads and crows appear starting on depth 4 and no longer appear after depth 8.
- Reduced pot and spikes amount growth with depth.
- Buffed Doctor's damage and health, removed invincibility on some of his projectiles.
- Reverted Fade speedup.
- Added 4 ORGs by mLurker and Tinned Duck.
- Added new background tile.

1.19:
This version is not compatible with 1.18 seeds.
- Improved water visuals.
- Flowing water overrides background tiles.
- Added water gun as chest loot.
- Added small background tiles that are placed like spikes.
- Fixed the bug with Curly not showing on pause screen.
- Fading in and out is significantly faster.

1.18.6:
- Fixed the bug with absent life capsules. (cannot be fixed for saves)
- Buffed Curly's machine gun damage.
- Fixed Iron Bond UI visuals.
- Curly can recoil from any level of machine gun, with force depending on level.
- Curly's damage reduction effects works from 50% instead of 40%.
- Added readme file.
1.18.5:
This update sorta breaks saves due to new code regarding life capsules. It just means than older saves get less life capsules.
- Reworked the handling for life capsules again to prevent life capsule save scumming.
- Rocket Launcher deals 4x less damage.
- Curly gets damage reduction on 40% HP instead of 30%.
- Defeating bosses is recorded on your save.
- You can't reload the save on Doctor's stage.
1.18.4:
- Fixed the issue with chests sometimes being empty.
- Water Thrusters no longer impact ground dashes.
1.18.3:
- Fixed the issue with life capsules disappearing with save reloading.
- King can dash extremely strong with blade in hands.
- King can't pick up dash items from chests.
- Buffed's King movement speed and acceleration.
- When below 30% HP, Curly has 33% damage reduction.
1.18.2:
- Buffed King's Blade piercing, removed extended duration of slashing on level 2 and 3.
- Buffed's King movement speed and acceleration.
1.18.1:
- Removed Cool Sunglasses from starting inventory.
- More descriptions support character names.
- Pause menu shows custom characters when applicable.
- Nerfed King's Blade piercing, buffed slash projectile's frequency.
- King's Blade can gain experience and upgrade.
- Buffed's King movement speed and acceleration.
- Window title shows the version of Randamu.
1.18:
This version is not compatible with 1.17 seeds.
- Added ability to save. Still might be unstable, so please report any issues.
- Pause menu and inventory text supports custom characters when applicable.
- Changed some RNG to make things less dependent on each other.
- Added BuyoBuyo bases to floor 8 and lower.
- Implemented new limit on life capsules, now can't be cheesed by not picking up certain capsules.

1.17.4.1:
- Fixed iframes overflow with Curly and Steel Plating.
1.17.4:
- Curly has extra second of invulnerability when getting hit.
- Reduced XP requirements on Machine Gun from 30/40/10 to 20/20/20.
- Increased the limit for life capsules on Curly from 80 to 100.
- Increased Curly's jump height.
- Decreased Curly's max movement speed.
1.17.3:
- Buffed Toroko's movement speed and jump height.
- Toroko can refuse to die once per stage, staying at 0 hp and gaining movement speed boost.
1.17.2.1:
- Fixed Machine Gun being picked up instead of Fireball on Curly, for real this time.
1.17.2:
- Decreased Iron Bond regeneration delay by 0.75 seconds.
- Playing as Curly decreases regeneration delay further by 0.58 seconds.
- Very slightly increased Curly's ground movement speed and acceleration.
- Decreased damage taken by King from 2x to 1.5x.
- Fixed increasing ammo on Machine Gun if Curly is used.
- Fixed Machine Gun being picked up instead of Fireball on Curly.
1.17.1:
- Buffed Toroko's starting HP from 2 to 3.
1.17:
Changes chest and object RNG.
- Changed drowning animation to be darker and to support equipped items.
- Fixed debug thing with exit doors.
- Heavy Weight now leaves afterimages with its ability.
- Added Gravity Necklace as chest loot.
- Added character seeds. `CurlyBrac` gives you Curly, `KingTable` gives you King, `FluffMimi` gives you Toroko, `Raymundo` gives you Misery.
- Redesigned depth counter.
- Added Turrets into depth 7 or lower.
- Fixed some bugs with scores.
- Saying No to death prompt closes the game.

1.16.1:
- Fixed the crash with spawning Mannans.
1.16:
- Moved Doctor's depth to end of depth 9.
- Dashing gives 15 frames of invulnerability at end of it to prevent cheap hits.
- Improved the visuals for dashing.
- Ending dash early decreases the cooldown of dash.
- Removed the ram functionality from Ballos Burger + Silver Locket.
- Added openworld visuals for many items.
- Added Copper Bulwark as a chest loot.
- Reworked Water Thrusters: no longer grant increased movement speed in water, but more upward momentum and grants fast dashing underwater.
- Fixed Curly clipping through tiles.
- Fixed Fishy Tube and Cool Sunglasses TSC overlapping.
- Added Mannans into Depth 5 and more.
- Massively reduced the max amount of spikes.
- Reduced the spread between min and max amount for many enemies, which should make stages less spammy.
- Increased the health limit for life capsules by 60.

1.15:
Changed chest RNG.
- Fixed duplicated chest loot in depth 1 in some cases.
- Redesigned many item sprites, thanks to AsperDev.
- Reworked Creation Catalyst.
- Life Capsules give 3 HP instead of 4.
- Now you can actually finish the run by fighting buffed Doctor on end of depth 10.
- Added Silver Locket as chest loot.
- Added 3 more orgs for Doctor bossfight.
- Rocket Launcher deals 15x less damage in boss fights, fixed the crash with too many enemies.

1.14.5:
- Attempt at fixing chests not respawning if they were not picked up again.
1.14.4:
- Redesigned Fishy Motor into Fishy Tube. (AsperDev)
- Pair of Wings, Heavy Weight and Fishy Tube now use special Ability key for their abilities. On old saves it will be B, but default should be Left Shift.
- Sinking with Fishy Tube is even faster.
- Interrupting Rocket Launcher with Momentum Throttler now also uses Ability key.
- Reworked Momentum Throttler: now doesn't fully remove inertia, just makes Quote switch directions faster.
- Fixed Arms Barrier not filling up ammo in some cases, buffed ammo gain by 50%.
1.14.3:
- Movement Throttler stops Rocket Launcher with Z and works properly.
- Quote no longer dies if he stands right on the edge of Outer Wall level.
- Hitting ground with rocket launcher no longer nullifies Quote's iframes for 20 frames.
- Heavy Weight's effects are triggered when holding Z instead of being stopped by Z.
1.14.2:
- Fixed seeds not working after first stage reset.
1.14.1:
- Fixed TSC overlap with Booster 2.0 and Overclock.
1.14:
- Recoded RNG algorithm. All previous seeds are useless.
- Custom seeds now support up to 9 letters, from 4, using same principle as TSC.
- Decreased regeneration delay of Iron Bond by 1 second.
- Descending with Fishy Motor is faster.

1.13:
Changes chest RNG.
- Polar Star, Nemesis and Rocket Launcher now nullify any collected EXP.
- Fixed the regeneration of chests that were not picked up.
- Quote will not die if he vents above Outer Wall level.
- Fixed Little Man and Clay Figure Medal TSCs.
- Momentum Throttler allows to stop Rocket Launcher with X button.
- Decreased Iron Bond's regeneration timer by 1 second.
- Iron Bond's timer doesn't get reset on getting damage with Heavy Plating, it also starts ticking on last second of invulnerability.
- Overclock allows to shoot one extra fireball.
- Buffed Steel Plating's nullification chance to 33%.
- Arms Barrier recharges ammo on Polar Star and Nemesis if you hold them.
- Pair of Wings now allow Quote to glide while holding Z.
- Cool Sunglasses increase Iron Bond's regeneration speed by 25%.
- Added Fishy Motor as chest loot.
- All bosses are now only provoked by damaging them.

1.12.1:
- Rocket Launcher doesn't level up anymore.
- Fixed the bug with having max amount of weapons.
1.12:
Not good with 1.11 seeds, yada yada.
- Added 6 more orgs, from 2bro, Zenix and Tinned Duck, replaced 1 org.
- Finished Outer Wall tileset.
- Added Steel Plating, Momentum Throttler and Cool Sunglasses as chest loot.
- Reworked Heavy Weight: no longer gives you expotential fall speed, allows to slow down with Z.
- Reworked Speed Shoes: no longer accelerates in air, only on ground, creates a trail when you approach max speed.
- Changed Frostbite Stopwatch to not nullify damage from chilling bullets.
- Changed minimap to show important items with individual colors.
- Fixed First Cave tileset.

1.11.1:
- Fixed Curly showing up as little man.
- Added custom taskbar icon.
1.11:
Not compatible with 1.10 seeds, you get the gist.
- Level generation, chest placement and entity placement use separate RNGs, this will assure than future updates will break seeds less frequently.
- Added 4 more orgs and replaced Lol3 with Temporal from Zenix.
- Added Eggs tileset.
- Fixed chest bugs for real.
- Added extended info into pause menu.
- Moved custom seed scores into separate scores.
- Added "outer_side_pls" secret.
- Added version text into seed logs.
- Fixed music being stuck at Meltdown 2.

1.10:
THIS VERSION IS INCOMPATIBLE WITH 1.9 SEEDS!
- Finally fixed "empty" full chests.
- Fixed the issue of infinite Overclocks.
- Added Little Man as chest loot.
- Reduced the increase of spikes with each depth by 50%.
- Chests cannot spawn on each other.

1.9.0.1:
- Fixed the crash with placement of exit door.
1.9:
THIS VERSION IS NOT COMPATIBLE WITH 1.8.3 SEEDS!
- Presses deal 13 damage instead of 127.
- Reduced the amount of enemies and adjusted how much enemies is added with depth.
- Added Life Pot, Clay Figure Medal, Iron Bond, Propane Tank, Overclock, Destruction Energizer, Creation Energizer as chest loot.
- Chests, life capsules and refill stations cannot spawn on each other.
- Doors into next stage now always spawn with tile above them.

1.8.3.1:
- Fixed "Seed" text in TextBox.png.
1.8.3:
- The game now tracks highscores for custom seeds.
- Custom seed is shown in inventory if set.
1.8.2:
- Added Map System item into inventory.
- Adjusted Speed Shoes's and Heavy Weight's speed multipliers to make them more usable.
1.8.1:
- Fixed the looping for one of randomized songs.
1.8:
- Repackaged some of 1.7.1 improvements like lava and freeze fixes (they weren't in actual 1.7.1 for some reason).
- Added Frostbite Stopwatch as chest loot.
- Added second alternative solid tile type.
- Level generation uses separate RNG generator, so seeds are useful beyond depth 1.

1.7.1:
- Fixed certain world gen freezes.
- Fixed "underwater" water surface tiles.
- Numerical seeds are properly interpreted now.
- Hell's lava is semitransparent.

1.7:
- Added highscore tracking and UI adjustments by Kaitlyn.
- Game tracks your score from each failed run.
- Fixed Heavy Weight not appearing at all.
- Added Ballos Burger.
- Buffed Bubbler and Fireball's range and damage.
- Buffed Bubbler and Machine Gun's firerate.
- Added 7 more orgs (3 from KB and 3 from 2dbro)
- Reduced Hell's spikes multiplier from 3x to 2x.
- Hell levels have 7 more stars.

1.6:
- Moved lone refill station in Hell levels next to player.
- Air Tank provides 8 seconds of immunity to Hell's lava.
- Fighting bosses now plays Eye of Flame.
- Starting door poofs out of existence.
- Stars cannot spawn in Hell's lava.
- Jumping off spikes is easier.
- Stars no longer delete tiles.
- Fixed uncharged Spur's range.

1.5:
- Added seed entering. Just use `seed.txt` with any number below 2^32 or any 4-letter combination.
- Score and stars are shown when event is ongoing.
- Added 3 randomly-chosen bosses at each 4th depth, they hold the door to next level.
- While boss is active, you can't break blocks.
- Added Grasstown and Hell tilesets.
- Added backgrounds to each tileset.
- Tilesets now alter level gen, some are smaller changes, some are bigger.
- Added Turbocharge, Heavy Weight and Alien Medal as chest loot.
- Added Crows, Skullheads and Power Critters as mobs encountered from depth 3.
- Ceilings and chains are sorta affected by gravity.
- Adjusted some mob score values.

1.4.1:
- Fixed typos and errors with Creativity Cartridge in inventory.
1.4:
- Reworked depth counter, depth also affects the amount of enemies and obstacles.
- Added score, you can obtain score by obtaining stars and treasures and killing enemies.
- Reworked points of interest on minimap. They also now disappear properly.
- Added Arms Barrier, Energy Canister, Curly's Underwear and Creativity Cartridge as chest loot.
- Chest loot can reappear if you didn't picked it up in previous level.
- Life Capsules stop spawning if you hit 55 HP.
- Quote on minimap now fits into grid.

1.3:
- Nerfed critter's damage and jump height.
- Reworked archers: they shoot a lot faster, their arrows have randomized trajectories and home on player slightly, but only appear if player has 10 HP.
- Added destroyable pots.
- Added Waterway tileset.
- Both versions of Meltdown can play randomly.
- Added Rocket Launcher, Auxiliary Booster, Wall Hook.
- Modded items can be equipped and unequipped.

1.2:
- Butes can fall.
- Fixed life capsules disappearing.
- Fixed empty chests.
- Added Speed Shoes, Pair of Wings and Water Thrusters.
- Increased amount of stars generated.

1.1:
- Reduced map size from 200x200 to 118x118 and tweaked level generation.
- Fixed Polar Star's block placement.
- Fixed escalating amount of enemies.
- Fixed Spur placing blocks.
- Changed PRNG algorithm.
- Added Bute Archers, Beetles and Jellies.
- Added background tile generation.
- Added chains, ceilings and refill stations.
- Fixed several issues with map's boundary.
- Solid tiles can be randomly replaced.
- Added Fireball as starting weapon.
- Some objects and spikes can be fall.
- Quote starts with 6 HP instead of 3.

1.0:
- Initial release.
 
Last edited:
Dec 26, 2021 at 8:19 PM
Um... Chosen One? Yeah that'll work. : P
"Keep on rollin'!"
Join Date: Oct 7, 2013
Location: India
Posts: 472
Very interesting idea! This must have been very hard to make, so I am very impressed.
That being said, the maps are way too big, and you start with way too little health, so as it stands, it is too long and hard to actually be fun to play. This is something easily remedied, though.
Using the polar star and nemesis to make and destroy blocks was quite fun indeed, but the ammo seems really limited, even with the replenishing mechanisms. I think it would be more fun if both these guns had unlimited ammo. And if we also started out with more conventional weapons to fend off enemies with.
The polar star's block placement can be a little bit unpredictable sometimes.
Also, does the green weapon really do nothing, or have I not figured out how to use it?
 
Dec 26, 2021 at 8:21 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
Green weapon only tells you how many levels in a row you have beaten.

That being said, the maps are way too big, and you start with way too little health, so as it stands, it is too long and hard to actually be fun to play.
Okay, this actually was a concern but I thought than big ass map would be interesting to explore.

@IdioticBaka1824 okay, have an 1.1 update, with most issues mentioned by you fixed and many new features.

And 1.2 is here with new items.

1.3 is uploaded, with new chest items and fixes.

And 1.4 is done, with score system suggested by Kaitlyn and more chest loot.

And 1.5 is here, with more tilesets, items and level gen variance.

1.6 is uploaded with fixes to Hell and misc stuff.

1.7 is done with highscore tracking from Kaitlyn and other stuff!

1.8 may be the final update before modfest, it adds new solid tile, new chest loot and fixes stage RNG.

1.9, the first update of 2022 for many, it adds 7 new items and decreases amount of enemies. it breaks seeds tho in terms of object placement.

1.10 is uploaded, fixing few issues with endgame and adding Little Man as chest loot.

1.11 is here, features refactoring and new tileset.

1.13 is here, with many buffs to items and new Fishy Motor.

1.14 is uploaded, with new RNG leagues above previous one and QoL tweaks.

1.15 is uploaded, with actual run conclusion and bugfixes. I also reorganized changelog.

1.16 is here, with improvements to dashes and visuals.

1.17 is uploaded, with character seeds and bugfixes.

1.18 is released, with ability to save your progress and minor tweaks!

1.21 is here, with improvements to backgrounds and new content.
 
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Jan 4, 2022 at 7:04 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
I won the CSMC Modfest 28, holy shit! If you haven't tried this mod, please try, it was improved so much over past 8 days!
 
Jan 12, 2022 at 12:37 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Dec 23, 2017
Location:
Posts: 31
Age: 16
I'd like to know the differences between each character.
Think you could give me a run-down?


A character comparison chart, for those of you who are curious:
QUOTE (no seed): 6 HP, Polar Star, Nemesis, Fireball
Quote, being the default character, has nothing special going for him; he's just... there.

CURLY BRACE (CurlyBrac): 9 HP, Polar Star, Nemesis, Machine Gun
Curly moves slower, but she has a higher HP cap, she gets 4 HP from Life Capsules, her invincibility frames last longer, and she gets regeneration from the Iron Bond item (I've also noticed that she jumps a block higher than Quote). In other words: she's Quote, but better.

KING (KingTable): 6 HP, Polar Star, Nemesis, Blade
King runs faster and jumps higher, but takes 50% more damage. He can also Blade Dash using the Ability key (this, of course, requires you to have the Blade selected).

TOROKO (FluffMimi): 3 HP, Polar Star, Nemesis (no tertiary weapon)
Toroko can survive lethal damage once per stage. She also has greater overall mobility, being able to dash, double jump, and wall jump right from the get-go. However, she only gets 2 HP from Life Capsules.

MISERY (Raymundo): 12 HP, Invidia [Spur-Nemesis hybrid] (no Polar Star or tertiary weapon)
Misery is what I'd like to call "God Mode Incarnate"; she has the highest starting health of all characters, her starting weapon is OP as balls, and she has INFINITE JUMP HEIGHT (that is, she'll keep ascending endlessly for as long as you hold the Jump key). The only downside is that she lacks a Polar Star, and thus, the ability to create blocks.
 
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Jan 12, 2022 at 1:31 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
Curly is slower, but her HP limit is 113 instead of 63, she gets 4 hp from capsules, has bigger iframes and regeneration with iron bond.

King takes 50% more damage but can dash with Ability key and Blade held. His blade is also pretty poggers and he is fastest character.

Toroko has wall jump, double jump and dash by default. But she gets 2 hp from life capsules. And she can refuse to die once per stage.

Misery can jump infinitely high or hover when jump height was stopped at some point, she has modified spur that destroys blocks and spawns lightnings.
 
Jan 12, 2022 at 1:41 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Dec 23, 2017
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Posts: 31
Age: 16
Curly is slower, but her HP limit is 113 instead of 63, she gets 4 hp from capsules, has bigger iframes and regeneration with iron bond.

King takes 50% more damage but can dash with Ability key and Blade held. His blade is also pretty poggers and he is fastest character.

Toroko has wall jump, double jump and dash by default. But she gets 2 hp from life capsules. And she can refuse to die once per stage.

Misery can jump infinitely high or hover when jump height was stopped at some point, she has modified spur that destroys blocks and spawns lightnings.
Thank you, Bobylev, for ensuring I don't make a fool of myself.
Otherwise, I'd have to have spent hours upon hours testing out each individual character, and with how badly I suck at taking notes, I'd never be finished.
I'd really appreciate if you could add this information to the ReadMe in the next update, if not for me, then for everyone else.
 
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Jan 12, 2022 at 1:55 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
Ok, I will do that for next update.
 
Jan 12, 2022 at 1:58 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Dec 23, 2017
Location:
Posts: 31
Age: 16
Ok, I will do that for next update.
thenk :critter:
Also, this is unironically more fun to play than the original Cave Story.
Also-also, are there any interesting, non-character-related seeds I should know about?
 
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Jan 12, 2022 at 2:41 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
They change with updates sorta but you can get the seed ideas from our discord server.
 
Jan 12, 2022 at 9:24 PM
Neophyte Member
"Fresh from the Bakery"
Join Date: Dec 27, 2021
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Posts: 8
this is really fun, i especially liked playing as Toroko
 
Jan 13, 2022 at 7:18 AM
Um... Chosen One? Yeah that'll work. : P
"Keep on rollin'!"
Join Date: Oct 7, 2013
Location: India
Posts: 472
Giving this another shot, and taking notes:
(sorry if this comes across as too critical/nitpicking, but you're naturally more likely to write about minor annoyances and take all the good stuff for granted, that's human nature, ykwim)
1. i like how you're indicating all of this stuff on the map... but you know what else would be cool if it were indicated on the map? presses, that's what! (half-joking here but yeah)
1.5. the colors for health refills and treasure chests could be differentiated a bit more, i feel
2. randomly coming across chests and finding an interesting gadget with a cool name and an unexpectedly cool+unique+creative+useful ability is already giving me a month's worth of serotonin tysm
3. how does the program load up so fast?? it's like, the opposite of frustrating, not sure what the word for that is
4. "water thursters" that's a typo, right?
5. when equipping the gravity necklace from the inventory, it says 'equipped cool sunglasses'. also, i really like the concept, this thing is cool. (you could add a vvvvvv style character that starts out with this ability maybe?)
6. i like all the little statue/emblem-like things that personalize each level/tileset
7. oh wow this rocket launcher is cool!
8. is it just me, or are enemies not dropping missile ammo? health refills don't replenish it either. oh it's not even leveling up, i guess it's solely for transport and not meant as a weapon
9. these butes have some crazy homing arrows, man.
10. this may be unavoidable, but i feel like the screen movements get a little bit... giddy? with the momentum throttler equipped. hmm, actually never mind, you get used to it
11. it might be cool if there was a greater chance of getting a water-heavy level if you have oxygen tank+water thrusters, what do you think?
12. this is not a complaint about the difficulty, but i think it'd definitely be a lot more convenient if savepoints were more frequent, ya know?
13. at one point i found an empty chest. not sure if intentional but it kinda creeped me out, i thought i was the only one here!
14. i love Little Man
15. this is rather rare but once an enemy was right on top of a save point, which makes you take damage as soon as you load. tho i guess it did add to the spice of the game, haha
16. the oxygen tank doesn't work in the red water and you have only 48 air, i assume this is intentional?
17. giving the little man an air tank bubble was a nice detail
18. phew, the presses aren't instakill, but reasonably punishing. neat.
19. these buyobuyo bases have crazy boss-level health what's up with that?
20. the circular white flash around the player when boosting/double-jumping/reversing gravity is a little bit distracting, do you think it makes sense to make it smaller/a bit less conspicuous?
21. given the 'trade-off' nature of the turbocharge, it would be nice if we had the option to equip/dequip it. (also, i can't exactly test this, but i hope there's some logic that makes the turbocharge gettable only if you have the machine gun already)
22. this, uh, doesn't look quite right, the way they're hanging from the water surface
23. "percepti of time"? you might want to move "perception" to a new line
24. when you die in the doctor fight and want to retry, why does it throw you back to depth 01 instead of reloading your last save?
25. wait, did you just delete the savedata? hey that's underhanded and frustrating, i almost don't feel like playing this again. i actually wished there would be a save point at the beginning of the king's table, but seriously? not sure if this is a bug, but if it's intentional, it's left sort of a bad taste in my mouth, sorry
tldr: It's a lot more fun to play now! I personally am not a fan of replaying games, but logically speaking I think this does have a lot of replay value. Randomized rewards feel very nice, and level 'design' is pretty interesting and fun. That said, the ending bit could be improved.
Thanks for making this!

Edit: Okay, I admit I don't know much about roguelikes. If that's how it's supposed to be, cool then. Sorry if I sounded harsh.
 
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Jan 13, 2022 at 8:22 AM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
16. the oxygen tank doesn't work in the red water and you have only 48 air, i assume this is intentional?
red water is actually lava, read description of air tank.

5. when equipping the gravity necklace from the inventory, it says 'equipped cool sunglasses'.
That's a bug fixed in 1.21.

19. these buyobuyo bases have crazy boss-level health what's up with that?
stationary targets, so it kinda resists spam from some more powerful weapons.

8. is it just me, or are enemies not dropping missile ammo? health refills don't replenish it either. oh it's not even leveling up, i guess it's solely for transport and not meant as a weapon
exactly, but refills do replenish it

at one point i found an empty chest. not sure if intentional but it kinda creeped me out, i thought i was the only one here!
I am still not sure, why it happens

24. when you die in the doctor fight and want to retry, why does it throw you back to depth 01 instead of reloading your last save?
25. wait, did you just delete the savedata? hey that's underhanded and frustrating, i almost don't feel like playing this again. i actually wished there would be a save point at the beginning of the king's table, but seriously? not sure if this is a bug, but if it's intentional, it's left sort of a bad taste in my mouth, sorry
It's a rogueli(k/t)e, you die, you start over, and you have procedural depths.
 
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Jan 13, 2022 at 9:18 AM
Um... Chosen One? Yeah that'll work. : P
"Keep on rollin'!"
Join Date: Oct 7, 2013
Location: India
Posts: 472
red water is actually lava, read description of air tank.


That's a bug fixed in 1.21.


stationary targets, so it kinda resists spam from some more powerful weapons.


exactly, but refills do replenish it


I am still not sure, why it happens


It's a rogueli(k/t)e, you die, you start over, and you have procedural depths.
Okay, that clears up some of my misconceptions/questions. Thanks!
 
Jan 14, 2022 at 12:51 AM
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Join Date: Dec 27, 2021
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Posts: 8
alright an actual review
Really fun, reminds me of Spelunky because of how the enemies themselves are somewhat easy but the game is still hard as nails because healing is scarce.
This time, however, it's much less extreme. The star mechanic is a bit annoying, but it is a good idea from a design perspective.
Of course, Toroko was really fun. The wall jumping was a bit weird, but still. I noticed that she always has the "about to die" particles after taking a fatal hit, even if she's at full health. This is resolved after
entering a new level but getting to the next level takes quite a bit of time.
 
Jan 15, 2022 at 9:49 AM
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Join Date: Nov 13, 2018
Location: Russia, in long range century...
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Age: 19
1.21.2 was reuploaded because I am dumb foreskin and uploaded 1.21.1 mistakenly.

1.22 is here with music overhaul and visual improvements.

1.23 is here with balance changes and new weapon.
 
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Jan 16, 2022 at 3:05 AM
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You should add more enemy variety and nerf the Core, Arcadia, and Outer Wall levels. I'm honestly starting to get tired of this game.
 
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Jan 16, 2022 at 6:58 PM
Junior Member
"It's dangerous to go alone!"
Join Date: Nov 13, 2018
Location: Russia, in long range century...
Posts: 35
Age: 19
1.23 is reuploaded with additional fix to enemy shock values.
 
Jan 17, 2022 at 12:29 AM
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"Life begins and ends with Nu."
Join Date: Dec 31, 2011
Location: United States
Posts: 2103
Age: 25
I was really surprised by how fun and engaging this mod was. First off, the music was really good. Most of it I didn't recognize as being remixes of existing songs, but one song I did recognize from Donkey Kong. The mechanics with the Polar Star and Nemesis were really cool, and easy to adapt to. I'm really impressed with the algorithm you've come up with for randomly generating levels, and mixing things around with the different tilesets, music, and increasing difficulty. Each level followed the same formula of collecting stars and items until you're ready to move to the next room, but each level felt like a fresh experience. You used a lot of existing assets, while also creating new visuals and enemies in a way that still has a similar look and feel to the existing assets but still feels like something new.

The mechanics for progressing to different levels through doors with the occasional boss fight was really cool. I also loved the progression of gaining more items and life capsules as time went on. The routine of looking at the map at the beginning and strategizing where to go first and where to go next was very fun. The missile launcher had a really cool new utility in this mod. I didn't use it a ton, but it did have its moments of usefulness, and when those moments came, using the missile launcher to traverse long distances across the map or way up high was extremely satisfying.

It was cool how you slowly gain more items over the course of the game, but the items themselves are hit or miss. Some of them are really useful, such as the quasi-booster. Others, such as the pair of wings, didn't really seem to help much. That was pretty cool how at the end you get to the Doctor, and he informs you about how he's been manipulating reality to cause these randomly generated levels.

On one hand, I can understand you trying to change things up from the vanilla Doctor battle, but on the other hand, that boss fight was just way too hard for me. He had way too much health, and and his attacks were way too crazy. I'm a little bit confused on the saving system. Why have those blue save points if you're still going to start back at depth 01 whenever you die?

I've noticed that the spur behaves a bit differently in this game. I was able to kill this buyo buyo base below me by shooting down into those blocks, and it would go through them. Is this on purpose?
CSModRandamu-01.png

I made it to the Doctor fight, but then I died. Even if I could load to back at the Doctor fight, I probably wouldn't have much interest in continuing and trying to beat the Doctor, because I just don't feel like it's a very well-balanced boss fight. It kind of reminds me of some of the boss battles from earlier versions of Jenka's Nightmare Revived, where the final few bosses had an insane amount of HP, and it took forever to take them down. The idea was for the bosses to seem "epic and powerful," but it really was just lazy game design.

Here were a few other things that stuck out to me as bugs or needing change:
The health refill stations only tell me that my health has been refilled. Since it refills my ammo too, it might be more descriptive for it to say "Health and ammo refilled".

None of the doors leading to the next room have opening animations when you open them.

When I got to depth 08, and I was in hell, and it was doing the shaky effect with the ominous music, the music didn't loop.

Using the Creation Energizer wasn't too intuitive for me.

The text is cut off here with the Doctor:
CSModRandamu-02.png

Overall, this is a really well-made and polished mod. Did it really just take you a weekend to make this mod? Were most of the ORGs used in this mod pre-existing or something?
 
Jan 17, 2022 at 1:43 PM
Junior Member
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Join Date: Nov 13, 2018
Location: Russia, in long range century...
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The initial version took a weekend or so, and I polished the thing from December 30 to this day (so over 20 days of 4-8 hours of coding).

Why have those blue save points if you're still going to start back at depth 01 whenever you die?
Those are for saving your progress so you don't have to beat the run in one sitting.
When I got to depth 08, and I was in hell, and it was doing the shaky effect with the ominous music, the music didn't loop.
Fixed indev.
The text is cut off here with the Doctor:
Noted.
Were most of the ORGs used in this mod pre-existing or something?
Yes, I used archive of over 2000 ORGs compiled by CSMC members.
He had way too much health, and and his attacks were way too crazy.
The fight is balanced with how much items you have in inventory, like mobility accessories and damage enhancers. I can always nerf it, of course.
was able to kill this buyo buyo base below me by shooting down into those blocks, and it would go through them. Is this on purpose?
This is a consequence of implementing block-breaking spur for Misery, I'll fix that.
Others, such as the pair of wings, didn't really seem to help much.
Sorta true, some items require a build or strategy to use.
None of the doors leading to the next room have opening animations when you open them.
I will look what I can do, I am not very good at TSC so it's possible than I messed up.

Thanks for kind review! The Doctor thing was kind of afterthought as people wanted run culmination mechanic, so it's cheap. I am glad than you liked the gameplay loop.
 
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