Lucky number 13! After the excitement of reaching Alpha, we're back to adding, fixing, improving and generally struggling to finish the game before it finishes us.
This update features the first proper reveal of Zone 4 - among the stars and perched above the Genki Star, Zone 4 is a perilous environment of flimsy surfaces and reconfiguring panels. We also recorded lines for the final boss, Medulla.
Features
Assembly (zone 4 - 1) stage art
Relay (zone 4 - 2) also gets stage art
Medulla (zone 5 boss) has an in-game voice
Minor Medulla balance changes. Due to this and one of the bug fixes, her leaderboard has been reset
Shiitake has her own Stage Clear animation, so now all the androids have unique Stage Clear anims!
on beating Medulla, you have the option of returning to Stage Select, replaying the stage or rolling credits - this is not how the game will end, but it's a step closer!
added a logo sequence to improve startup responsiveness
the battery shows the text "COLLECT" above it for the first five times it appears. After this it goes back to how it was. Unless you miss a battery, then it totally reminds you again
Tutorial tweaks
Zone 1 skybox upressed
continued sound effect iteration
Fixes
fixed game breaking multiplayer bug that under specific circumstances could cause the spawn system to lock up and be a total jerk about spawning new enemies
fixed a game breaking bug in the Medulla battle that was occurring on specific hardware configurations
fixed bug/exploit where a well placed Shutdown would leave one of Medulla's sub-units in a state of increased damage for the entire phase
fixed cosmetic issue where guns were left floating or sticking out of things on Stage Clear
resolved an issue with the AI. They can now be combined with the First Person EX Mode
Lucky number 13! After the excitement of reaching Alpha, we're back to adding, fixing, improving and generally struggling to finish the game before it finishes us.
This update features the first proper reveal of Zone 4 - among the stars and perched above the Genki Star, Zone 4 is a perilous environment of flimsy surfaces and reconfiguring panels. We also recorded lines for the final boss, Medulla.
Features
Assembly (zone 4 - 1) stage art
Relay (zone 4 - 2) also gets stage art
Medulla (zone 5 boss) has an in-game voice
Minor Medulla balance changes. Due to this and one of the bug fixes, her leaderboard has been reset
Shiitake has her own Stage Clear animation, so now all the androids have unique Stage Clear anims!
on beating Medulla, you have the option of returning to Stage Select, replaying the stage or rolling credits - this is not how the game will end, but it's a step closer!
added a logo sequence to improve startup responsiveness
the battery shows the text "COLLECT" above it for the first five times it appears. After this it goes back to how it was. Unless you miss a battery, then it totally reminds you again
Tutorial tweaks
Zone 1 skybox upressed
continued sound effect iteration
Fixes
fixed game breaking multiplayer bug that under specific circumstances could cause the spawn system to lock up and be a total jerk about spawning new enemies
fixed a game breaking bug in the Medulla battle that was occurring on specific hardware configurations
fixed bug/exploit where a well placed Shutdown would leave one of Medulla's sub-units in a state of increased damage for the entire phase
fixed cosmetic issue where guns were left floating or sticking out of things on Stage Clear
resolved an issue with the AI. They can now be combined with the First Person EX Mode
This major update adds the last two stages of the game (including the final boss) bonus modes and content and many fixes and improvements. With this update we consider Assault Android Cactus to be at Alpha, an important milestone in development!
Features
new Title music
new Credits music
Zone 4 boss Venom has intro and outro text dialogue. You may want to replay him to follow the story!
new level Collider (zone 5 - 4) introducing a mysterious sub-boss!
new whitebox Final Boss - Medulla
Rebalanced Control (zone 5 - 2) - as a result, its leaderboard have been reset
new game mechanic - credits. Earn them by playing to unlock bonus stuff
new feature Codex - as you progress through the game, unlock entries on characters, enemies and world that Cactus is set in
new feature EX Options - use credits to purchase cool and/or strange extra gameplay modes
new feature Jukebox
new feature Sound Test
audio cues added for full weapon cooldown and when you can't swap to your secondary weapon due to overheat
bosses blink their lights when they talk
Tutorial refinements
Fixes
fixed an issue that was disabling HDR if you set graphics settings to Custom - has a noticeable impact on bloom
improved responsiveness of Daily Drive stage clear leaderboards and trimmed the opening timing
fixed interface issues related to Character Select and Unlock screens
handled a case where Steam Overlay could cause the game to stay paused
Starch's Micromissiles take in account target size
Spectres (teleporting enemies) no longer leave thin vertical lines behind if you kill them during a teleport
Leaderboard joypad buttons no longer slightly squished (seriously, this was bugging me so much)
many smaller tweaks and fixes
Whew! So this is a pretty big update, the two final levels of the game plus a bunch of new ways to explore the entire game.
We were getting this question a lot! - people questioned why we were 'pre-alpha' when large portions of the game seem close to complete. For many 'pre-alpha' seems synonymous with 'prototype' or 'broken'.
The simple answer is "Pre-Alpha" and "Alpha" can describe various stages of development but Alpha is "gameplay complete". For Assault Android Cactus to reach Alpha means all characters, levels, weapons, enemies are present and accounted for.
What's next?
Our next major milestone will be Beta. In the following updates we will be replacing placeholder art, adding missing animations and fleshing out story content and ex modes. Thankyou so much to everyone who as supported us so far and I hope you enjoy the ride as we head for the finish line!
This major update adds the last two stages of the game (including the final boss) bonus modes and content and many fixes and improvements. With this update we consider Assault Android Cactus to be at Alpha, an important milestone in development!
Features
new Title music
new Credits music
Zone 4 boss Venom has intro and outro text dialogue. You may want to replay him to follow the story!
new level Collider (zone 5 - 4) introducing a mysterious sub-boss!
new whitebox Final Boss - Medulla
Rebalanced Control (zone 5 - 2) - as a result, its leaderboard have been reset
new game mechanic - credits. Earn them by playing to unlock bonus stuff
new feature Codex - as you progress through the game, unlock entries on characters, enemies and world that Cactus is set in
new feature EX Options - use credits to purchase cool and/or strange extra gameplay modes
new feature Jukebox
new feature Sound Test
audio cues added for full weapon cooldown and when you can't swap to your secondary weapon due to overheat
bosses blink their lights when they talk
Tutorial refinements
Fixes
fixed an issue that was disabling HDR if you set graphics settings to Custom - has a noticeable impact on bloom
improved responsiveness of Daily Drive stage clear leaderboards and trimmed the opening timing
fixed interface issues related to Character Select and Unlock screens
handled a case where Steam Overlay could cause the game to stay paused
Starch's Micromissiles take in account target size
Spectres (teleporting enemies) no longer leave thin vertical lines behind if you kill them during a teleport
Leaderboard joypad buttons no longer slightly squished (seriously, this was bugging me so much)
many smaller tweaks and fixes
Whew! So this is a pretty big update, the two final levels of the game plus a bunch of new ways to explore the entire game.
We were getting this question a lot! - people questioned why we were 'pre-alpha' when large portions of the game seem close to complete. For many 'pre-alpha' seems synonymous with 'prototype' or 'broken'.
The simple answer is "Pre-Alpha" and "Alpha" can describe various stages of development but Alpha is "gameplay complete". For Assault Android Cactus to reach Alpha means all characters, levels, weapons, enemies are present and accounted for.
What's next?
Our next major milestone will be Beta. In the following updates we will be replacing placeholder art, adding missing animations and fleshing out story content and ex modes. Thankyou so much to everyone who as supported us so far and I hope you enjoy the ride as we head for the finish line!
This update introduces a new game mode called Daily Drive - think of it as a short, ten layer version of Infinity Drive that changes every day and you only get one try!
There's a new Leaderboard page (showing the current leaderboard - we will eventually host the archives on our website) and we hope you have fun with it!
Features/changes
new game mode - Daily Drive
More generous battery rules in Infinity Drive / Boss Rush - more chance of receiving a battery immediately before a boss and bosses will now always drop a battery on defeat
Justice now charges his plasma field meaning there is a brief window between getting too close to him and taking damage. However he now also uses his plasma field while deploying laser fences and capture spheres
Leaderboards - you can now scroll through your friends list (funny story! When I was writing this feature I didn't have over 15 friends who'd played the game)
Stage Select leaderboards - friends list will frame your score if you're not in the top 5
Dogs that drag you around will break their link if you can break line of sight
Fixes
Fixed geometry in Relay where players could end up outside the level
Fixed issue where Venom would teleport to the middle of the stage when shutdown under certain circumstances
Reworked the chain system to remove an ambiguous case where chaining a boss together with an element worth no points would result in a multikill bonus - the rule that both enemies involved must be worth points should now be consistently enforced across all characters/weapons
Venom has a better collision volume during his final phase, resulting in more accurate railgun hits
Android Select doesn't imply you can add another character if you return to it in 4 player mode
(Maybe?) fixed the issue with guns ending up in the wrong spot on Stage Clear ... if anyone spots it in the latest build, let us know!
This update introduces a new game mode called Daily Drive - think of it as a short, ten layer version of Infinity Drive that changes every day and you only get one try!
There's a new Leaderboard page (showing the current leaderboard - we will eventually host the archives on our website) and we hope you have fun with it!
Features/changes
new game mode - Daily Drive
More generous battery rules in Infinity Drive / Boss Rush - more chance of receiving a battery immediately before a boss and bosses will now always drop a battery on defeat
Justice now charges his plasma field meaning there is a brief window between getting too close to him and taking damage. However he now also uses his plasma field while deploying laser fences and capture spheres
Leaderboards - you can now scroll through your friends list (funny story! When I was writing this feature I didn't have over 15 friends who'd played the game)
Stage Select leaderboards - friends list will frame your score if you're not in the top 5
Dogs that drag you around will break their link if you can break line of sight
Fixes
Fixed geometry in Relay where players could end up outside the level
Fixed issue where Venom would teleport to the middle of the stage when shutdown under certain circumstances
Reworked the chain system to remove an ambiguous case where chaining a boss together with an element worth no points would result in a multikill bonus - the rule that both enemies involved must be worth points should now be consistently enforced across all characters/weapons
Venom has a better collision volume during his final phase, resulting in more accurate railgun hits
Android Select doesn't imply you can add another character if you return to it in 4 player mode
(Maybe?) fixed the issue with guns ending up in the wrong spot on Stage Clear ... if anyone spots it in the latest build, let us know!