Never reach the bottom of the pit that is Probability 0. The game is different every time you die: the enemies you fight, the landscape you climb down, and the body you inhabit (if you so choose). Never survive. But find your way deeper than you did last time.
Never reach the bottom of the pit that is Probability 0. The game is different every time you die: the enemies you fight, the landscape you climb down, and the body you inhabit (if you so choose). Never survive. But find your way deeper than you did last time.
Probability 0 is a downward-scrolling infinite arcade platformer. There are a million ways to fight for survival. Descend: as you combat the darkness, improve yourself. Build yourself up as a star-thrower or a teleporting menace. Learn to traverse the pit's many dangers, from threatening monsters to unforgiving gravity. Walk across spikes that once frightened you. Punch through walls that would have doomed you. You'll never be invincible. Descend: enemies grow more numerous. They will destroy the floors beneath your feet, spit death at you, and cannibalize and infect each other in their mad swarming. Your foes will be invisible, or reckless, or explosive, or seemingly untouchable. Deeper dangers will always find a way. Descend: and die, as you did last time and as you will next time. But find your way deeper. There are a million ways to fight for survival. There is no way to survive. ~ Let's talk like people, now, and not like the back of a videogame box. I designed Probability 0 years ago, and released its first version for free in late 2009. Back then, it embraced a randomly-generated landscape (so I wouldn't get bored of it), introduced higher-order enemies to the spawn queue in a random order (so I wouldn't get bored of them), and allowed you to buy upgrades from a vast and unrestrictive talent tree (so I wouldn't get bored of those). Oh, and death wipes everything (so I wouldn't just get everything... and then get bored of playing & replaying the whole thing). On top of that, the enemies and powers are designed to be significantly different from one another. There's an
当前只有语言/市场占比,分市场好评率会在评论样本补齐后展示;全局好评率 75%。