1st in the wold using Peanut against Venom! 33rd in the world overall. Completed in 2:09, earning 2,027,961 points. It is /obviously/ Linux that makes me play better. Can't wait for the full AAC. Peanut is the eighth android in the roster. She is unlocked after defeating Venom in Campaign mode. Her Magma Launcher can do formidable damage at close.
On the weekend just passed was, Adelaide's yearly Anime and Videogame convention, and for the second year running I was fortunate enough to be able to present Assault Android Cactus at the. Was the first time the game was shown in public so it felt great to catch up with everyone I met last time, meet new developers, and show off the progress we've made on Cactus.so it turns out a good way to avoid running out of badges is to forget to mention to people that they can take themI had the latest build with me, which included voice acting for the androids (in-game voices, replacing the previously synthesised ones) and revealing the eighth playable character, Peanut! (more on her in a moment!) The voice acting will be in the build soon, but Peanut is likely to remain in tuning and testing until the next boss is ready, so this was a great chance to see what people thought of her well ahead of loosing her on the.'
I am able to get so much game development done because I don't waste time brushing my hair and I simply fan myself cool whenever my brain starts to overheat.' On the Saturday I was part of the up on the main stage and hosted by of, and while I thought I was simply nervously blathering to a live audience, the entire thing has actually been recorded for posterity. The Showcase starts around the 5 hour 21 mark, although if you want to skip right to where I show up, that's at 5:51:15.so now you all know what my 'Holy crap I'm somehow on a panel with Chris Avellone!!
Act natural!!' Face looks likeOn Sunday I ran a panel called with and, which under the pretence of discussing the differences between working under large companies and going it in your own quickly became about scaring anyone considering a path in indie development. The panel was a lot of fun, had some good questions and some great stories and I hope our audience got as much out of it as I did!Thankyou to AVCon and IGR staff and volunteers, everyone who came by to play the game and or chat with me, and everyone else who helped make it a fantastic weekend!' Hey kids, wanna see what's under the patch?' I've been sort of tight lipped about the last of the playable characters, even a on when it came to the badge designs and weapons, but now AVCon's been and gone I'd like to introduce Peanut, a mechanic who's more comfortable in the lower levels of the ship and who's only ventured into the fray to figure out what all the recent hubbub is about.If you're wondering why she's got a different look to the other androids, it's largely to do with where she was manufactured and from the neck down, that wasn't the body she had when she left the factory.'
Well I'm not cleaning that up.' Headgear aside, and of greater importance to many Cactus players, she's also sporting some new toys!
Download Fingers crossed stock photos. Affordable and search from millions of royalty free images, photos and vectors. Find high-quality Fingers Crossed stock photos and editorial news pictures from Getty Images. Download premium images you can't get anywhere else.
Peanut is the proud owner of the Magma Welder and her secondary weapon, the Giga Drill Lance.Some people were likening the Magma Welder to a flamethrower, but I think it has more in common with a garden hose. It's a continuous fire close range weapon and as well as pouring damage directly onto enemies, its splats take a moment to evaporate and can really make a mess of things.Meanwhile the Giga Drill is a weapon I'm very happy to finally have in the game! Part rocket lance, part industrial drill, it shares a trait with Shiitake's railgun in that it's one of the two weapons in the game that needed to be animated just so it can fold up small enough to be stowed away on her back.I wanna take you for a ride!It's not only the first melee weapon in Assault Android Cactus, it's the first weapon to affect the players mobility, and definitely the first weapon to impale large enemies and screw them to the walls!
Do you like Shoot Em Ups? Its got ‘em! Do you crave GIANT FREAKING ROBOTS!? Got ‘em! Do you crave GIANT FREAKING ROBOTS!? Got ‘em! Do Chibi esque automatons make you giggle in delight? Prepare to be tickled! Do obscene amounts of firepower make you drool? Get ready for a dry mouth! Do you enjoy Rage Quitting? Well buckle up buddy, you’re about to be doing a metric crap ton of it!
It’s for self-proclaimed bad asses who relish in the delectable misadventures of a cadre of curiously charming sugary sweet femme-bots who have a hankering to kick ass and chew bubble gum…
Only there’s no bubble gum to be found. If you’re a masochist and enjoy being tortured in an endless hell of bullets then you’re in the right place. Assault Cactus Android delivers that and SO much more.
This title, from down under developer WitchBeam games, located in the heart of Brisbane Australia, aims to mash together the graphical prowess of Ratchet and Clank with the sarcastic vibrato of the power puff girls, mixed brutally together with of Smash TV mayhem. And they didn’t stop there. Toss in a little classic 90’s era ReBoot and add a copious dollop of ecstasy induced rave, and you have a pretty close idea of what you’re getting into. Its a twin-stick arena based shooter with a >cough forgettable >cough story line where you take control of your choice of android and plow through wave after wave of baddies in an attempt to progress through the over-world to save your captive compatriots. Its cheeky, witty, and it keeps your ass wedged to the edge of your seat.
Much like the dynamic environments of the title, my attitude toward it evolved significantly during my play-through. At first there really didn’t seem to be anything special about Assault Android Cactus. The graphics are well done, the game play is smooth, and the action is frantic. However, initially, it's repetitive at best. It would be remiss to dismiss it at such an early stage, though. The game begins to impress after the first hour. Arenas modify and evolve through the course of the level, and while they are visually impressive, they drastically change your strategy as you continue to play. New Androids are unlocked after each boss fight, each with their own unique weapons, specials, and my favorite: personality (I’m looking at you Starch, my precious little fruit fancying narcoleptic nose picker).
Starting out I was greeted with a well-crafted menu system and our main protagonist, Cactus (apparently androids can have hippie parents as well). There were no time for pleasantries as a click later I was given a choice of assault unit, then thrust head on into battle. Adapting to the control scheme is a non-issue. If there were a manual for the game it would be a single page leaflet the size of a business card, printed on one side in black and white ink using the impact font. Left Stick Move, Right Stick Aim, Right Trigger to Shoot Things, and Left Trigger for when you’re pissed off (press it and see what happens… go on…. do it). The levels are initially small and static (much like my patience). Repeat waves of enemy robots and shoehorned regularly and rapidly into a box roughly the size of a New York City subway station bathroom and it’s your job to keep the fireworks a’blazin’ until their supply is exhausted.
To keep things interesting power-ups are dropped frequently throughout the skirmish allowing you perks such as a pair of robotic buddies to keep the bullets flowing, EMP bursts to freeze enemies in their tracks, “Tiny Wings” to boost your speed, and a plethora of white orbs (that when trailing across the screen look rather suspicious) which power up your primary weapon. You’re gonna need these. A lot of them. Most of the starting weapons are nothing more than glorified pea shooters. If you’re blessed with a ranged weapon, expect to dish out a lot of BBs before enemies take a dive. If you’ve decide cozy up with the close-range persuasion (I’m talking boom stick) you do a whole lot of damage, but rate of fire and range are horribly flawed. Either way, collecting power ups dish out the pain much quicker which is in your favor.
The battery serves as both your damage meter as well as your power meter. That means if you take a hit, your battery is depleted. If you move, your battery is depleted. If you stop to smell the roses (not recommended), your battery is depleted. If you fire your weapons, your battery is depleted. Sensing a pattern here? Battery recharges are rare, being that only one presents itself per wave (at least in the single player game), not to mention it only seems to present itself as your meter ticks towards its death knell. I grew to hate this feature immensely as my sole focus shifted from shooting and dodging to “S#IT S#IT S#IT, WHERE THE F$CK IS THE NEXT BATTERY!”
“Dude, I have a seeker shot? Freaking Awesome! Its like I Can’t Miss!”
5 min later
“I died because my battery played keep-away as I was trying to grab it. Stoopidfweekingnogoodlousygame.”
5 min later
“I unlocked a new character! Two words: Laser Beam. Two more: Love it.”
5 min later
“Are you SERIOUS! Another f$%king battery loss! F#$ck this game!”
5 min later
“Bad Ass! Convener Belts and Cover are like Chocolate and Peanut Butter! Gimme!”
5 min later
“$%$$#$%$ $%$%$$%BATTERY@%$$%$% I’M FU$%KING DONE! RAGE QUIT POWER COMMENCE!”
Needless to say this dynamic left much to be desired. I felt as though I was being punished even when I happened to be doing exceptionally well. Although it would likely be considered cheating, I would be seriously obliged if there was an option to turn off battery depletion outside of being struck by an enemy. I want to enjoy a game, not be plagued by the half life of brand X batteries. Perhaps the Devs could use Duracells instead. Problem solved.
Overall, Assault Cactus Android oozes the charisma of a 90's arcade cabinet. Its challenging enough that it begs for quarters to be shoved down its gullet for the opportunity to partake in “one more game”. Though a winner as is, in the future, I would love to see the ability to permanently upgrade androids, or even collect parts to build your own. It would give the title a solid reason for repeat play-through and give players pride in their creations. If you yearn for a challenge and hate thinking, grab this game today.