Paz was nice enough to give me access to a preview version of Assault Android Cactus, so I want to return the favor and write a preview
Its a shmup style twin stick shooter (that you play with wasd plus mouse on PC). The preview version only had a few missions of the story mode,but apparently the full version is going to have an Endless attack and a boss rush mode as well.
Due to the wealth of these kind of games in the Indie scene, its really hard for them to stick out in any noticeable way. Technically, this game looks clean and performance wise pretty solid with some amazing standout arenas graphically. The blocks level (first screenshot above) is really pretty to watch (a flashlight level was pretty interesting too) and I think one way to make this game really appealing would be to add more variety in how the levels play out generally. The game isnt "missing" them atm, and I havent seen all levels yet, so I dont want to judge that after only seeing the beginning of the game, but I really hope they add more experiences in the full game that change up the gameplay a bit other than boss levels and the 2 different additional level types I saw so far. Most other levels differentiate themselves by spawn points and enemy types, though I need to admit that its kinda impressive to watch dozens of bugs flying up from a hole to attack you.
The game definitely has a big highscore focus, which makes me want it on Vita You can usually get through the levels if you keep continuing, since they allow you to continue in a level until your energy is used up, which however will reset your upgrade status to level 0 and you'll get less points. The upgrades and items work nicely, but I really hope they add a bit more variety for the full release. I think its currently only better weapons, speed, general weapon upgrade and more time. Oh yeah, on that note: I think its really clever that they merged the game timer with the health of the player (think Sine Mora). This results in quite interesting game dynamics, when you start considering to rush into a mob of enemies for a health item since the time is running out instead of just ignoring dangerous mobs and kiting them around the arena.
The preview boss also highlights the shmup nature of the game with bullet patterns to learn and avoid. I also really like how the game is rather forgiving if you didnt yet learn how to properly learn the game, yet still manages to be challenging if you go for playing "properly". The game also seems to ramp up the difficulty quite a bit with tons of enemies and different kinds of enemies and enemy patterns.
A few short points, positive:
negative:
This game looks pretty good so far, and I'll likely already buy it in the state it was now, but more level variation would certainly make it stand out even more, while more item variation should allow for the levels to play out differently if you retry them. Definitely a great foundation with a good amount of space left for improvement. Should be on your radar now if you like these kind of games.
Its a shmup style twin stick shooter (that you play with wasd plus mouse on PC). The preview version only had a few missions of the story mode,but apparently the full version is going to have an Endless attack and a boss rush mode as well.
Due to the wealth of these kind of games in the Indie scene, its really hard for them to stick out in any noticeable way. Technically, this game looks clean and performance wise pretty solid with some amazing standout arenas graphically. The blocks level (first screenshot above) is really pretty to watch (a flashlight level was pretty interesting too) and I think one way to make this game really appealing would be to add more variety in how the levels play out generally. The game isnt "missing" them atm, and I havent seen all levels yet, so I dont want to judge that after only seeing the beginning of the game, but I really hope they add more experiences in the full game that change up the gameplay a bit other than boss levels and the 2 different additional level types I saw so far. Most other levels differentiate themselves by spawn points and enemy types, though I need to admit that its kinda impressive to watch dozens of bugs flying up from a hole to attack you.
The game definitely has a big highscore focus, which makes me want it on Vita You can usually get through the levels if you keep continuing, since they allow you to continue in a level until your energy is used up, which however will reset your upgrade status to level 0 and you'll get less points. The upgrades and items work nicely, but I really hope they add a bit more variety for the full release. I think its currently only better weapons, speed, general weapon upgrade and more time. Oh yeah, on that note: I think its really clever that they merged the game timer with the health of the player (think Sine Mora). This results in quite interesting game dynamics, when you start considering to rush into a mob of enemies for a health item since the time is running out instead of just ignoring dangerous mobs and kiting them around the arena.
The preview boss also highlights the shmup nature of the game with bullet patterns to learn and avoid. I also really like how the game is rather forgiving if you didnt yet learn how to properly learn the game, yet still manages to be challenging if you go for playing "properly". The game also seems to ramp up the difficulty quite a bit with tons of enemies and different kinds of enemies and enemy patterns.
A few short points, positive:
- Nice art style/ clean graphics
- Challenging highscore gameplay
- Some levels show nice variation
- interesting boss levels
- Coop/Highscore lists could be good
- Great boss levels
negative:
- Not enough different items (How about some static items, like increased pull area to collect orbs, 10% increasing time for item duration, 10% faster cooldown/less heating up for special weapons? etcetc)
- I'd love to see more level variation in the later levels
- The speed item seems to be too fast/floaty, I avoided it after a while, making it useless.
This game looks pretty good so far, and I'll likely already buy it in the state it was now, but more level variation would certainly make it stand out even more, while more item variation should allow for the levels to play out differently if you retry them. Definitely a great foundation with a good amount of space left for improvement. Should be on your radar now if you like these kind of games.