Kerkerkruip 9 beta
by Victor Gijsbers
We’re nearing release of Kerkerkruip 9. (“We” being the design team consisting of Mike Ciul, Erik Temple, Dannii Willis, Remko van der Pluijm and myself.)
This is by far the biggest update of Kerkerkruip yet, with over 600 commits on the Github code repository. Among many other things, it brings you two new normal enemies and some undead opponents as well; a religion system that adds an entire new strategic dimension to Kerkerkruip‘s central mechanic of soul absorption; the ability to throw grenades into adjacent rooms; sleeping monsters and dream sequences; as well as a completely redesigned reaction system, which now involves four commands — dodge, parry, roll and block — all of which have different tactical uses as you build up your offensive and defensive flow. To top it all off, there is Wade Clarke’s awesome music for the title menu.
There are still a couple of small bugs and other minor issues we’re working on, but the game is definitely ready for beta testing. So please grab the latest beta — this link will always link to the latest beta — and give it some testing! Any bug reports or other comments can be posted here, on Github, or on the Interactive Fiction forum.
Get the game file and the Gargoyle interpreter.
[…] Version 9 is now available in beta form and feels pretty solid to me: it adds a menu soundtrack, new enemies, and other goodies to the experience. And in the meantime if you want to follow development, Kerkerkruip has just gotten a new blog. […]