Assault Android Cactus is a twin stick shoot 'em up with an emphasis on high pressure and stylish action. Expect screens full of enemies, buckets of bullets and high scoring combo chains!
Take on the role of Cactus, an enthusiastic police android, who responds to a stranded space freighter only to discover it under siege by its malfunctioning robot workers. Cut off from the outside and in over her head, Cactus and the androids she recruits along the way battle through the crippled Genki Star to reach the brain of the ship and put things right before it's too late.
Features
- Multiple Playable Characters - Each android has a unique weapon set and play style, experiment to find which android suits you best.
- Dynamic Levels - From lights out to shifting walls to giant flamethrowers, there are surprises on board the Genki Star that will keep you on your toes.
- Overwhelming Odds - Push back against hordes of robots with quick reactions and clever weapon tactics.
- Giant Robot Bosses - Challenge the guardian of each deck as they unleash bullet hell and stage covering special attacks.
- Co-Op Play - Join in with two, three or four players and experience escalating chaos. Supports Keyboard/Mouse and Gamepad configurations.
Screenshots
Spoiler:
Videos
Release Date
Windows, OS X and Linux - Unknown / Game in development
I'm genuinely sorry that Cactus isn't finished yet, our earnest goal was to finish the game by 2014 but for a variety of reasons that didn't end up being a reality, learning from our mistakes is a big part of how operate and I hope in the future we can avoid many of the ones we made with this project.
I also hope the game we ended up making was sort of worth the wait, so much of what I think makes Cactus great is only possible because we gave ourselves extra time to really make everything we put in shine and sing. Right now the game is essentially content complete (in terms of the campaign/bonus modes) with us working on the bookend cut scenes and fun bonus contents + localization to help folks enjoy the game in their native language.
And I also really hope the game we delivered throughout development has been fulfilling enough for folks to feel happy with their purchase, our biggest goal with Early Access was for the game to always feel sort of 'real' no matter how much content was in it, because all the content we did provide was as we intended the full experience to be.
As for the question of when it's finished I can only say 'soon', our next update should take us to Beta stage with all the core content in place and polished, with only minor extras and other polish left before release.
Quote:
There's a bit of a misconception that the game is co-op focused and we are denying people the proper experience by not doing online co-op which is a bit of a shame because we build Cactus entirely around a tightly tuned single player experience and added local co-op as a bonus :
With the final stage textured and the art gallery added, we've reached another important milestone, Beta! Our definition of Beta is 'content complete' - we now have every level and game mode present and working close to its finished state.
From here, we plan to add a couple more EX options (the most exciting one is Mega Weapons, which we recently announced via a trailer below) as well as a short animated intro and outro, as well as hook up achievements and other polish tasks.
Mega Weapons will make their debut at PAX Prime when we show Assault Android Cactus as part of the PAX 10 so if you're attending please come and meet us!
Features
Zone 5 boss Medulla has art dressing
Boss Rush now contains all five boss fights back to back, and is unlocked by beating the final boss. The leaderboard has been reset
Shiitake and Lemon have received minor balance adjustments
Every character now has clean weapon icons on Android Select that show their actual silhouette
Art Gallery is now available (more entries to be added)
Auxiliary Codex entries all have art now
Notification System reports on what content has become available when returning to the main menu
Refinements to music in Zone 1, Zone 3, Zone 4, Collider and Medulla's stage
Added and improved sound effects
Fixes
Lots of small stuff
Starch has the correct icon for her Laser in game
Intel videocards show shadows in Linux
Improvements to gamepad support under Linux, but there are still issues. Logitech gamepads and Dualshock 4's seem to work in SteamOS now but not on other distros, but it's an area we're investigating
Welcome to indie development, circa 2010-2015. Still, it seems to have only been in EA for a very short while - perhaps a final balancing pass with public testing? It's better than some that have been in EA for years, many since inception
I like it too, it's really fast paced and gets difficult in later stages. It also runs smooth on max settings. As always, I have recorded a short gameplay vid for those who want to see it in action (it's not max settings, though, I forgot to turn SSAO on, sorry)
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