Cosmic Commando, a space opera roguelike featuring a simple but not too shallow tactical positioning gameplay and unorthodox game structure, has arrived to the Annual Roguelike Release Party a bit late, but hey, I've gotten encouraged to release, so mission accomplished!
Don't get discouraged by low version number, this is more like a beta for a game with half the scope I aim for eventually.
This release's major features:
- Optional hybrid real-time/turn mode - with a time limit for each move (like in Tetris)*. Increases difficulty and gives the roguelike a nice action feel. The player's accomplishments in this mode are scored twice as high as they would in the base game.
- A new level (mission), in which the Cosmic Commando eschews combat to chase a fast moving pirate through an asteroid field in zero gravity. The player controls the character's acceleration and must grab their quarry without smashing into an asteroid at high speed.
- Primed grenades will unprime if not thrown in three turns to prevent pre-priming after a fight.**
- Annoying lag between moves eliminated in the turn-based mode.
- vi keys support added.
- A bunch of bugfixes and interface improvements (mainly in the targeting subsystem).
See screenshotsDownload link below:https://bitbucket.org/zasvid/cosmiccommando/downloads/CosmicCommando0.3.zip*sadly, I didn't get around to implementing excellent suggestions I've received on this during IRDC
**though I already suspect the error of my ways, in which my half-hearted attempt at a fix exacerbates the issue instead of actually fixing it, so next version will more faithfully follow Jeff Lait's advice on the issue given during IRDC - the grenades gonna explode in Cosmic Commando's hands if not thrown.