My Super Defender is a fun arcade game in a fantasy New Year's setting for Santa Claus, who will have to save the new year in a small kingdom!
All Reviews:
Positive (12) - 91% of the 12 user reviews for this game are positive.
Release Date:
Dec 14, 2018
Developer:

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Recent updates View all (2)

December 16

December 17 Update


v 1.0.2 Changelog
  • Added dynamic torches to helloween level
  • Improved achievements titles and its descriptions for Russian & English localizations
  • Increased fireball damage
  • Added overlay store page opening to the demo
  • Fixed coop achievement counter bug
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December 15

My Super Development Story


Hey everyone!

This night was the release of my fourth game – My Super Defender. That’s an arcade game with elements of action and co-op. The player’s goal is not letting the enemies cross the line while playing as Santa Claus (or as Russian Ded Moroz if playing in a co-op game). For this, the Santa has a big weapon arsenal, fireballs and bonuses. “Arkanoid but the other way around” as some players called it, catching objects from Tetris, but better. In the game you’ll find 6 unique and very well thought maps with detail, 12 levels, two types of gameplay and local co-op for two players on one screen, as well as a free demo version on Steam. Below you’ll find the game’s trailer.

https://www.youtube.com/watch?v=KwLF9pEAnuY

However, right now I’d like to talk about something else. I’ll tell you how the development took place, what difficulties we had to meet and how we ended up where we ended up; what changes the game had during the development, as well as answering the questions regarding INDIE development down in the comments.

First of all, I have quite a large but maybe not quite the pristine experience in INDIE development, such as My Super Tower 1-3, Breath of Warfare and a bunch of other unfinished projects.

https://store.steampowered.com/app/575460/My_Super_Tower_2/
https://store.steampowered.com/app/838640/My_Super_Tower_3/
https://store.steampowered.com/app/746090/Breath_of_Warfare/

When I had just begun working as a developer, one of these unfinished projects that had its development ended during the prototype stage was a small arcade game that was inspired by an old game, be it NES or Gameboy where you had objects falling from the top and you were supposed to catch them without losing them. The idea had a simple combat mechanic already done but the project itself in its stage was too unpolished…

https://www.youtube.com/watch?v=sQ5vlPL7tRI

Yup, that’s what it was. You had to move left to right and attack the enemies. Nothing difficult or special, apart from extremely bad polishing. If you look at the date of this video, this was in November 17th, 2016. After the project was abandoned, I started working on other games. Those were Breath Of Warfare (I had been developing it with my other colleague – a programmer, but we didn’t come to an agreement about the project, so it was abandoned and it doesn’t bring me much profit either), My Super Tower 3 (a Tower Defense game that I was trying to make the way I wanted to and so I did – I had enough skill just for this release and I ended up being quite happy with it; it’s still in works, but I mean to continue its development).

But let’s move to the game in topic...

Around one and a half months ago I saw a video that was mentioned above, and just for the memes I decided to make a proposal to an acquaintance (hello there, Lost Story: The Last Days of Earth!) to remake it for Christmas setting.
He agreed, which I totally didn’t expect, so we began working on it.

https://www.youtube.com/watch?v=n2E1JWFulJk

This was the beginning of the development for the new game. Initially it was supposed to be a prototype – the player moves on one line and doesn’t let the enemies pass through.

Later it was obvious that this mode gets boring after the first 15 minutes of playing and we had to come up with something else. After making certain decisions and thinking it all through we added a second mode for the game – a mode where the player has to run around in a specific zone where you can openly fight the enemy.

Later we added different bonuses, various types of enemies (warriors, archers and mages) that had their own abilities and fighting mechanics. The game had started to become something interesting. That’s also when we decided to add a co-op mode. But since we’re INDIE, we didn’t have money for paying for the upkeep of servers, so we decided to do the way it was done on old video game consoles – two players playing on one screen. Thankfully the gameplay allowed it. WASD, arrows and gamepads – use whatever you like.

But there was a small issue. I have quite a bad distaste for 2D graphics and terrible English at the level of “I read but no speak”, so I had to come up with something regarding the menu and UI. That’s when I made the decision to completely remove the menu and interface in its common sense. Not a single line, apart from “Start” and “Exit”. That was a terrible decision which led me to remove many gameplay features. Though, that did also bring some uniqueness to the game. Around that time a talented 3D Artist joined me. The menu was an interactive 3D world with stones in the background having text and icons on them. The level selection was done through a small level hub where you play as the main character. When selecting a level, the MC hit the boulder that had the level on it and the level loaded.
Quite unique, ain’t it? This is what it looks like.

https://www.youtube.com/watch?v=n2E1JWFulJk

Later we made lots of bug fixes, reworked the balance and gameplay. We decided to introduce both of the modes for the game. First, the mode with linear movement with some elements, so it doesn’t get boring for the player. It was the night mode. The day mode had the full-fledged combat system with the zone where the player is able to run around.




Later I had issues with my laptop. My screen stopped working which led me to work on the project at my work during my free time. I also had issues with releasing the game on Steam. 4 times by game build was rejected due to some problems. Each of these problems was solved, except for just one. The only issue remained with controller support. The controllers had a very weird behavior and I have no idea why that was, so we decided to remove the controller support from the Steam store, and so we released the game with a 3 hour delay.




That’s our story for our game, about it moving from a prototype, a game we wanted to make for the memes to a full game which had some serious work on it, where the developers put their heart, time and soul.

- Andris Mortis
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About This Game

My Super Defender is a fun arcade game in a fantasy New Year's setting for Santa Claus, who will have to save the new year in a small kingdom!
You have to prevent opponents from breaking through the red line and not die on their own. Some opponents attack a player in melee or ranged combat, useful bonuses such as "acceleration", "increase in damage", "treatment" and "restoration of defense" drop out of the killed opponents.

You can play together using the one keyboard: WASD & Arrows.

Features:

  • You have to overcome the path to the New Year tree and protect it from the raids of evil opponents
  • Fascinating dynamic gameplay
  • Two different game modes
  • A nice and simple New Year story.
  • Various boosters and upgrades dropped from opponents
  • Ability to play with a friend on the same screen
  • Achievements and records
  • Nice and simple, bright Low Poly graphics

System Requirements

    Minimum:
    • OS: Microsoft® Windows® 7 / 8 / 8.1 / 10
    • Processor: 2.4 GHz Intel Core 2 Duo
    • Memory: 512 MB RAM
    • Graphics: DirectX 11.0 compatible GPU
    • DirectX: Version 11
    • Storage: 300 MB available space
    • Additional Notes: Xbox 360 / Xbox One Controllers
    Recommended:
    • OS: Microsoft® Windows® 7 / 8 / 8.1 / 10
    • Processor: 2.8 GHz Intel Core 2 Duo
    • Memory: 1 GB RAM
    • Graphics: DirectX 11.0 compatible GPU
    • DirectX: Version 11
    • Storage: 300 MB available space
    • Additional Notes: Xbox 360 / Xbox One Controllers

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