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Assault Android Cactus dev talks game mechanics, multiplayer and not being proud of Mario and Sonic work

by rawmeatcowboy
09 October 2013
GN Version 4.0
The following comes from a Joystiq interview with Witch Beam's Sanatana Mishra...

"What we wanted to do [with Assault Android Cactus] was make a really good twin-stick shooter in an arcade style because we don't think there's been one in half a decade or something. The last one that was really great for me was Super Stardust HD. And I think, since then, we really need more."

- Mishra formerly worked on Mario & Sonic at the London 2012 Olympic Games
- Mishra is not proud of that game, saying "It wasn't very good."
- inspriations for Assault Android Cactus include the Dodonpachi series, Deathsmiles, and old-school "arena" games like Robotron 2084
- you have to maintain your battery level in-game to make it through levels
- you can replenish it by picking up the limited number of battery packs dropped by enemies
- taking damage also depletes the battery
- battery packs are designed to drop at specific points across the level's timelin
- temporary power-ups like satellite orbs and speed boosts to collect
- expect tough boss battles
- multiplayer is local-only, up-to-four-way affair
- multiplayer has more enemies but isn't as tough as single player
- walls, pillars, gaps, and jets of fire will switch in and out of levels as you play
- set to hit Wii U in early 2014

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