We do often include affiliate links to earn us some pennies. See more here.
It's not often that I get excited about seeing "FOR IMMEDIATE RELEASE" in my in-box, but today's announcement that Assault Android Cactus has a set release date just three weeks away put a grin on my face.

On September the 23rd, Australian developer Witchbeam will be releasing their intense sci-fi twin stick shooter Assault Android Cactus on Steam and Humble Store for Linux, Mac and Windows. The release date trailer below unveils the game's opening cutscene in which Jr Constable Cactus calmly and professionally boards the Genki Star to take command of the situation.

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

In this article, we're going to reflect a little on the kind of Early Access experience that this local co-op "bullethell-lite" shooter has provided. For some more detailed thoughts on the game itself, check our previous coverage, in which we interviewed one of the developers and dug deep into what makes AAC unique.

It's hard to believe that it's been just over 2 years since Assault Android Cactus entered Early Access and gave players an opportunity to witness and give feedback on the game's development, and it's been an enormous pleasure to watch the team's efforts form what I can only describe as one of the best examples of an Early Access game done right.

image

The developers have been approachable and responsive on the game's Steam Community Hub, to the extent that over time I've come to consider them friends. Over time, it's become clear to me that Tim, Sanatana and Jeff care greatly about Assault Android Cactus' players. Their uncompromising commitment to releasing a game that does justice to their original vision truly stands out, when at many stages during its development, AAC could have been considered strong enough to move out of Early Access.

From the very beginning, AAC presented a solid gameplay experience and high level of polish across a small range of levels (7 levels plus a boss and tutorial level). Sitting alongside untextured, in-development "white box" levels, this helped set the right kind of expectations for the direction the game was headed in.

image

Across the past two years, I can only recall three occasions where a significant bug had crept through, and with one exception, they were dealt with within a couple of days. In the current Early Access build, certain gamepads aren't mapped correctly unless the SteamOS xpad driver is present (many distros have third party packages available to bring in SteamOS xpad driver changes that haven't yet filtered upstream). The final release build includes additional gamepad profiles that the developers are hoping will resolve this for affected players.

It's been fantastic to watch the way the game's levels, characters and general style have been fleshed out and fine tuned over the time. I can remember when the level selection screen was a 2D array of buttons with level names on them. Today, each zone is its own small 3D hub environment that evokes a sense of the Genki Star's size, where players guide their characters to the desired level. Levels like Assembly and Convection have evolved from visually bland explorations of gameplay into full experiences with compelling atmosphere and unique styles. Characters like Aubergine have had their combat controls tuned and adjusted over time in response to player feedback and to behave better with new level and enemy gameplay.

image

The evolution of the game's audio has been particularly interesting, with award winning composer Jeff van Dyck (responsible for Hand of Fate's music, and had a hand in Alien: Isolation's) giving AAC's soundtrack and effects mix as much iteration, tuning and polish as the rest of the game. In particular, the recent addition of live guitar performance has been a pleasant surprise that rounds out the soundtrack well.

Content has steadily been expanding over time, with 18 major content updates across the game's development. The current Early Access build now featuring 21 levels and 5 bosses spread across 5 visually distinct zones, plus four unlockable characters in addition to the core four protagonists. Over time, AAC has also accumulated:
  • Boss Rush (a game mode where players must face each boss consecutively)
  • Infinity Drive (an infinite play mode divided into "layers")
  • Daily Drive (a daily challenge mode consisting of 10 "layers")
  • 6 "EX Modes" (a mixture of togglable cosmetic and gameplay altering options)
  • Codex (a collection of background information on the game's characters, environments and concepts)
  • Art gallery (containing promotional art, concept art and fan art)
  • Jukebox
  • In-game credit system for "purchasing" unlockables (credits are awarded for playing levels - there are no microtransactions here)

image

In the final release, players will be able to look forward to several cinematic cutscenes that round out Cactus' story, four new EX Modes, an additional unlockable character (whose identity is yet to be revealed), and a few bits of extra polish here and there. The soundtrack should also become available to existing Deluxe edition owners and for purchase around the same time.

The Early Access version of Assault Android Cactus can be purchased ahead of its September 23rd release date from Steam and Humble Widget on the AAC website, and a playable demo can be found on Steam as well. If it sounds like something you'd enjoy, check it out! Article taken from GamingOnLinux.com.
Tags: Action, Arcade
0 Likes
About the author -
author picture
Game developer, Linux helper person, and independent writer/interviewer.

Currently working on Winter's Wake, a first person text adventure thing and its engine Icicle. Also making a little bee themed base builder called Hive Time :)

I do more stuff than could ever fit into a bio.
See more from me
The comments on this article are closed.
17 comments
Page: «2/2
  Go to:

M@GOid Sep 3, 2015
I purchased it in the early access 2 years ago. The reason people say it is THE example of a Early Access done right is because it was solid build since the beginning. No major bugs (aside some joypads not working), gameplay done right from the start, very polished for a alpha build. Only adding content until the game is completed.

If you like shooters, bullet hell or just a good game to play, buy it. Even if you can't complete it I guarantee you will enjoy it.

Is a indie game done right.
Tak Sep 3, 2015
Quoting: Cheeseness
Quoting: JuliusWhat is odd is that this genre is called twin stick shooter, but it plays MUCH better with a mouse and keyboard... almost on a FPS kind of level.
I've found this too. I find the gamepad so cumbersome (but other players swear by it). I think that the game stands up as a super solid keyboard and mouse experience in spite of it being specifically designed for gamepads speaks volumes about the developers attitudes towards making sure that the game is well rounded.
I have exactly the opposite experience - I much prefer playing it with gamepad.
However, I agree that the fact that it works equally well for folks who prefer both is a point in its favor.
tartif Sep 3, 2015
Quoting: CheesenessI don't think there is.

Thanks Cheese!
Cheeseness Sep 3, 2015
Quoting: Tak
Quoting: Cheeseness
Quoting: JuliusWhat is odd is that this genre is called twin stick shooter, but it plays MUCH better with a mouse and keyboard... almost on a FPS kind of level.
I've found this too. I find the gamepad so cumbersome (but other players swear by it). I think that the game stands up as a super solid keyboard and mouse experience in spite of it being specifically designed for gamepads speaks volumes about the developers attitudes towards making sure that the game is well rounded.
I have exactly the opposite experience - I much prefer playing it with gamepad.
However, I agree that the fact that it works equally well for folks who prefer both is a point in its favor.
The only time I find that side of things to break down is when mixing kb/m and gamepad for co-op. Since the mouse uses the cursor's screen coordinates for aiming, it becomes super hard to aim/predict your aim when the gamepad player's position relative to your own ends up shifting the camera position unexpectedly.
ProfessorKaos64 Sep 3, 2015
I have this. Great game and tons of fun. However, the last boss difficult is such BS. See my review on Steam under my same username. For a whole, you had to use a save file or skip option since it would crash for me when starting a new game under a fresh user that goes into a tuturial.


Last edited by ProfessorKaos64 on 3 September 2015 at 3:35 pm UTC
Cheeseness Sep 3, 2015
Quoting: ProfessorKaos64I have this. Great game and tons of fun. However, the last boss difficult is such BS.
Ah, Medulla isn't that hard once you get the hang of it! IMO, Venom is harder.

Quoting: ProfessorKaos64For a whole, you had to use a save file or skip option since it would crash for me when starting a new game under a fresh user that goes into a tuturial.
That's true! I'd forgotten about that. I believe that's been sorted out now though.
melkemind Sep 4, 2015
View PC info
  • Supporter
My daughters and I played the demo about a year or so ago. They really liked it except for the parts where you had to chase down a battery to stay alive. I know some people on the forums even asked if they would make an "easy" version for kids that didn't have that. I guess I'll have to check it out to see if they did.
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.