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 1075eedd30 Title: My Super Defender - Battle Santa EditionGenre: Action, Adventure, Casual, Indie, Massively Multiplayer, RPGDeveloper:Mortis GamesPublisher:Rock Path CollectiveFranchise:My Super TowerRelease Date: 14 Dec, 2018 My Super Defender - Battle Santa Edition Activation Bypass Thanks to the developers for the great game! I liked this game with its dynamics and combat system! I hope that the continuation of this game will be released in the future!. Thanks to the developers for the great game! I liked this game with its dynamics and combat system! I hope that the continuation of this game will be released in the future!. A game about Santa going on a rampage vs heavy geared warriors, archers and magicians throwing fireballs at ya.I had fun playing this game. I really did. Well done, developers :)There could be more variation with music and Santa ironically doing a "HO-HO-HO" when killing an enemy, but oh well. That would be quite amusing.The seasonal change was a good thing. I thought that it was only Santa running around in summer time and was like "wat". But hey, what does it matter? You might be from Australia celebrating Christmas, so who knows.I do think that there needs to be done more polishing with:- Fireballs- Random drops- Damage systemSo the issue I had with this is I only won thanks to random drops. Every time I picked up fireballs I couldn't kill a melee enemy because they were just too tanky to it. And each time it happened that only fireballs dropped (!!!) I either just died or lost to all those enemies crossing the line. It was extremely frustrating.The random drops should be reworked in my opinion. Having it so when you kill lots of enemies on low hp but get only hearts or fireballs ensures your loss. It should adapt to what the player currently has lacking. If he lacks health, there should be a much greater chance to drop a health kit. If the player has many enemies in the zone running around he gets the speed boost and damage boost. If there are barely any enemies around the player gets fireballs.The damage system is an issue when it comes to fire balls and those melee enemies. They are just too tanky and it gets impossible to kill them if they are already crossing the line. Besides, some of those enemies become so fast, you just can't catch up to them. At least reduce their movement speed hard enough so you at least get a chance.. Who can tell me how to play with two players?Thanks!. Have you lost Christmas feeling?Do you like experiments?True indie game from crazy developers, that's your choice. Defend your hearts from evil creatures, play with someone on same screen \u2014 battle of Santa Claus vs Ded Moroz, who is better?Have fun, and support those developerts.. A game about Santa going on a rampage vs heavy geared warriors, archers and magicians throwing fireballs at ya.I had fun playing this game. I really did. Well done, developers :)There could be more variation with music and Santa ironically doing a "HO-HO-HO" when killing an enemy, but oh well. That would be quite amusing.The seasonal change was a good thing. I thought that it was only Santa running around in summer time and was like "wat". But hey, what does it matter? You might be from Australia celebrating Christmas, so who knows.I do think that there needs to be done more polishing with:- Fireballs- Random drops- Damage systemSo the issue I had with this is I only won thanks to random drops. Every time I picked up fireballs I couldn't kill a melee enemy because they were just too tanky to it. And each time it happened that only fireballs dropped (!!!) I either just died or lost to all those enemies crossing the line. It was extremely frustrating.The random drops should be reworked in my opinion. Having it so when you kill lots of enemies on low hp but get only hearts or fireballs ensures your loss. It should adapt to what the player currently has lacking. If he lacks health, there should be a much greater chance to drop a health kit. If the player has many enemies in the zone running around he gets the speed boost and damage boost. If there are barely any enemies around the player gets fireballs.The damage system is an issue when it comes to fire balls and those melee enemies. They are just too tanky and it gets impossible to kill them if they are already crossing the line. Besides, some of those enemies become so fast, you just can't catch up to them. At least reduce their movement speed hard enough so you at least get a chance.. Have you lost Christmas feeling?Do you like experiments?True indie game from crazy developers, that's your choice. Defend your hearts from evil creatures, play with someone on same screen \u2014 battle of Santa Claus vs Ded Moroz, who is better?Have fun, and support those developerts. Parkasaurus SwordBounce SwordBounce Version 1.1 Patch Notes: Controls•The controls have been reworked. You now swing the sword in any 4 directions using the 4 corresponding keys. •As a result, the charge upgrade has also been changed and now requires you to hold a separate button, then press any of the sword swing keys. (Previously, you had to hold then release the charge button while holding a sword swing direction)•Controller support has been added!•You can use a Keyboard and a Controller interchangeably with no hassle.•The menus and other HUD elements will automatically change based on whether you’re using a controller.•The default controller layout uses the D-Pad to move and jump and the face buttons to swing the sword. This can be changed to 3 other layouts in the “Controls” menu.•Added descriptive text which better explains how to rebind the keyboard controls in the “Controls” menu.•Added an option in the “Options” menu for controller stick deadzones. You can set the deadzone to anything between 0.1 and 1.Gameplay•Landing Lag (the amount of time it takes you to recover from a fall) has been reduced from a minimum of 7 frames to a minimum of 2 frames.•Increased movement speed while landing from 0.5 to 0.75.•Increased movement speed while charging from 0.5 to 0.75.•Increased the number of frames you can buffer a jump before landing from 4 to 6.Rooms•Area 0-15: Added an indication of what to do.•Area 1-20: Added a missing wall.•Area 1-29: Increased time allowed to complete the room.•Area 2-23: Adjusted Turret timings to be much more satisfying.•Secret 3-2: Added an indication of where to exit.Audio•Audio will now stop when the window is out of focus.•Fixed an issue where background music would play at full volume before adjusting to the correct volume whenever it changed tracks.•When navigating the map, continuing to hold a move button after you’ve reached the first or last available room will no longer play a sound. Miscellaneous•Fixed an issue with copying saves.•Fixed a potential infinite loop freeze involving the Secrets map.•Updated splash screen logo.. Resolution Hotfix Released (v1.02): This hotfix addresses the issue where having a screen resolution other than 1920x1080 would offset the game view to varying degrees.Thanks to those of you who pointed out this issue, and please continue to do so either here on the fourms or through twitter @GogglesKittyThank you, and keep on delving!
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