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Kobo Redux - Kobo Deluxe Revived

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A new type of bases that may or may not be structured as mazes, but adds blocking walls, so that it's not possible to reach the core without destroying parts...

feature
gameplay
leveldesign

Bases with shield generators! Shields would lose power when hit, and regenerate at some rate. The base only takes damage when the shields are too low to absorb the damage....

feature
question
gameplay
leveldesign

Electrified bases that zap you and push you away if you touch them! Naturally, they should deal adequate damage as well.

feature
question
gameplay
leveldesign

We could add various parameters to build bases as spirals, place the core off-center, leave holes in the interior, and various things like that, to make things more interesting.

enhancement
feature
gameplay
leveldesign

Add bases with multiple cores? Not entirely sure how they would work, and what the point would be, from a gameplay perspective... It would seem reasonable that these bases are...

feature
question
gameplay
leveldesign

There is a bunch of different issues stemming from the 64x128 map format of the original XKobo. Kobo Redux is forced to take some weird shortcuts to make this work...

question
refactor
gameplay
leveldesign

The replay viewer will simply skip incompatible replays, which means you just get right back to the title screen when trying to view a campaign with no compatible replays in...

bug

There are still a bunch of constants that affect the game logic in config.h, as well as a few constants that should probably be theme defined rather than hardwired.

refactor

Or at least, that what seemed to happen. The final abort_game() when leaving the main loop triggered a save for no apparent reason. This may not seem like a major...

bug

We already have three weapons and an automatic shield, with arrows/stick and two fire buttons. (Will probably add a third fire button, as the current solution has issues.) This is...

question
gameplay
leveldesign