It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Thanks for the lengthy reply.

avatar
ZFR: Incidentally, ther are some levels that were cut from the game. Initially the tutorial consisted of 4 levels that were identical (a hole in the ground), but in each one you get a different ability so you had to solve the same problem using different abilities. Once we expanded the tutorial we removed those levels, because the testers found they made the tutorial too long. Also there is a final "level" that we used as a placeholder before we had the boss level and the final cutscene done. Those hidden levels are still there, but you have to use the level skip cheat code to reach them. If you're interested I could dig those up.
If you have the codes for the hidden levels, I'd love to get them. After my playthrough, I would have liked more content to explore, but the optional modes going through known levels didn't really interest me.
avatar
chevkoch: If you have the codes for the hidden levels, I'd love to get them. After my playthrough, I would have liked more content to explore, but the optional modes going through known levels didn't really interest me.
Sorry, I know I made it sound like those are some secret levels, but you won't find any extra gameplay content there. The "hidden levels" is just some incomplete stuff that was cut from the game. There are the 4 original tutorial levels which consist of a hole in the ground, a bunch of barebone levels that never made and a final "level" that was placed in lieu of a cutscene after finishing.

Just something interesting to look at; no real levels there.

Let me find the codes and get back to you.
OK, here it is:

Go to
C:\Users\(USER NAME)\AppData\Local\King_Croc_v1_0_1_0
Open the file croc.ini and add the following line under Options
acinonyx=1

Then you can use the following keys

F1 - go to next level
F2 - go to previous level
F3 - F12 can be used to go a hardcoded level. The value of these changed as we were testing. If I'm not mistaken in the released version, keys F3-F10 will take you to the beginning of various worlds, while key F11 and F12 will take you to testing levels.

Note: using the above keys to finish levels will not register them as completed.

U - in case of a normal level, this will place the player next to an exit, in case of a boss level, it will do damage to boss

Note: completing a level after using the "U" cheat code will register it as completed.

The levels after the final level are as follows:
_"You win" level (that we used before we got a cutscene).
_Test room
_2 cut tutorial levels.
_Original tutorial level with no abilities (can't be completed)
_3 of the original tutorial levels (same as above but with a different ability in each)
_2 extremely easy levels. When the last two levels of the current tutorial were put in a separate world, these 2 levels were the first levels of that world.
_The final level of the original tutorial. Like the 3 mentioned previously, but with a different ability.
_15 empty levels for testing backgrounds.
_Boss test level, it consists of a boss that is about to die. If you don't skip it quickly you'll get a boss death.
_Another level used for testing.

(NOTE: The level skip codes were mainly put in place for our testing purposes only. Not meant to be real cheat codes.)
avatar
ZFR: Just something interesting to look at; no real levels there.
Too bad there are no additional "real" levels, but I played around a little with the test rooms. Reminded me that I really liked some of the music tracks too. Again, maybe reconsider polishing the game a bit and re-releasing it in the future ("To be continued..."?), I dig it.

Thanks for the backdoor access!
Post edited February 04, 2018 by chevkoch
Get it on GOG into Free game category. Seriously!
avatar
ZFR: And pretty soon the list crimes we were accused of grew to include censorship and removal of "free speech" with screenshots of our facebook page before and after those we removed those comments.
"Free speech" is CIA propaganda(ex. Nazi) directed mostly at Soviet Union.

Dig it up and you'll discover that only political freedom of speech is granted, and even then, it is granted only by government (a company is not a government), and even then only on territory of US.

You are perfectly free to remove any comments with no justification whatever.
avatar
ZFR: snip
I’ve finished the game and here are my thoughts. A lot of things have been already discussed so I won’t repeat them, I’ll just point a few thing which were most important for me:
- I’ve only really enjoyed Castle level and the boss fight. Everything before that was more or less a tutorial with constantly reused levels.
- The boss fight was really nice but it would be good to see that he was damaged. I mean, sure, it’s not difficult to figure out how to fight him, there is only one way to do it but still…
- As I said before, it’s definitely not a GOTY material but not as bad as your initial post led me to believe. I think as a first game it was a nice experience for you.
avatar
Lin545: Get it on GOG into Free game category. Seriously!
If you're being serious, then again, this thread was not meant as a serious "release", but was more of a tongue in cheek (like a parody of "Blizzard is releasing Starcraft for free"). I just meant to show off some early work I did and tell a story behind it.
I considered putting it on itch.io or another indie site to make it easier to download, share screenshots... etc, but this is nowhere near the quality needed to release on GOG.
avatar
ZFR: snip
avatar
Ghorpm: I’ve finished the game and here are my thoughts. A lot of things have been already discussed so I won’t repeat them, I’ll just point a few thing which were most important for me:
- I’ve only really enjoyed Castle level and the boss fight. Everything before that was more or less a tutorial with constantly reused levels.
- The boss fight was really nice but it would be good to see that he was damaged. I mean, sure, it’s not difficult to figure out how to fight him, there is only one way to do it but still…
- As I said before, it’s definitely not a GOTY material but not as bad as your initial post led me to believe. I think as a first game it was a nice experience for you.
Thank you very much for the feedback!
It's funny, but the Castle level was my least favourite one. It was the last completed.
I didn't envision this as an action/skill game, but as a budget-based puzzle (where the main task is figuring out how to build objects and what type, given a finite ammo resource), with the first level of each world being straightforward, and each later level making a small change so that the solution used in the previous level could no longer be used.
The final product turned out into a skill/puzzle hybrid.
The boss's ship does appear more damaged with each hit, but maybe it was not obvious enough. Maybe we should have added a healthbar or something.
Post edited February 05, 2018 by ZFR
avatar
ZFR: If you're being serious, then again, this thread was not meant as a serious "release", but was more of a tongue in cheek (like a parody of "Blizzard is releasing Starcraft for free"). I just meant to show off some early work I did and tell a story behind it.
I considered putting it on itch.io or another indie site to make it easier to download, share screenshots... etc, but this is nowhere near the quality needed to release on GOG.
Well, compared to some accepted games from the catalogue, I'd say you should rethink it. :)
avatar
ZFR: The boss's ship does appear more damaged with each hit, but maybe it was not obvious enough. Maybe we should have added a healthbar or something.
I didn't realize the damage shown on the boss vehicle, but was fine without feedback in that regard. If you want to mess with this a bit for the upcoming global full Dolby stereo release, I would say make the wear more visible. Would prefer that over a hit point meter.
avatar
Ghorpm: I’ve finished the game and here are my thoughts. A lot of things have been already discussed so I won’t repeat them, I’ll just point a few thing which were most important for me:
- I’ve only really enjoyed Castle level and the boss fight. Everything before that was more or less a tutorial with constantly reused levels.
- The boss fight was really nice but it would be good to see that he was damaged. I mean, sure, it’s not difficult to figure out how to fight him, there is only one way to do it but still…
- As I said before, it’s definitely not a GOTY material but not as bad as your initial post led me to believe. I think as a first game it was a nice experience for you.
avatar
ZFR: Thank you very much for the feedback!
It's funny, but the Castle level was my least favourite one. It was the last completed.
I didn't envision this as an action/skill game, but as a budget-based puzzle (where the main task is figuring out how to build objects and what type, given a finite ammo resource), with the first level of each world being straightforward, and each later level making a small change so that the solution used in the previous level could no longer be used.
The final product turned out into a skill/puzzle hybrid.
The boss's ship does appear more damaged with each hit, but maybe it was not obvious enough. Maybe we should have added a healthbar or something.
But it's still the same level over and over again. And changing it a bit more difficult every time feels like the game is holding my hand. Castle levels let you do it your way: you can use portals but you can place some blocks to access more ammo gems and have fun killing enemies.