![]() ![]() There’s a faint audio cue and a tiny controller rumble to signify damage, but it’s easy to miss and I found myself running out of health without realising on several occasions. One small issue while playing Cactus+ was I felt that receiving damage lacked adequate feedback. Otherwise, it’s a fantastic option to have and hopefully sets an example for other games to evaluate their own accessibility choices. With this setting active, you can still use the right-stick if available on your controller, but it just felt a little weird having to readjust my aim if I relaxed the stick briefly. My only complaint regarding auto-aim was that it appeared to be a blanket setting, as opposed to an option each player could opt-in or out of. You can even play with a singular Joy-Con, reducing the amount of standalone controllers required to play multiplayer with friends or tenuous acquaintances. In eliminating the stress of aiming while constantly moving, Cactus+ empowered my teammates by making them feel like they were contributing without being overwhelmed. There’s still plenty of challenge while using auto-aim too, especially later in the campaign, where weaving between attacks is stressful enough, let alone aiming and firing back. Instead of having to wildly flail both sticks while getting surrounded by enemies, the game will automatically aim at the nearest enemy, only requiring you to move and shoot. When playing local co-op, the auto-aim succeeds in onboarding newer players daunted by the non-stop nature of the twin-stick genre. In light of this, the team at Witch Beam added accessibility options, most notably auto-aim, to help players of all skill levels enjoy the game. Perhaps intimidatingly so, Cactus+ is an almighty cacophony of competing colours, flashing lights and a thumping soundtrack all happening at once. During some of the most hectic battles, timing a good power-up conjures the brief moment of inner peace you feel when plugging your phone into the power seconds before going flat. After defeating enemies in a combo, you’ll be rewarded with an assortment of brief power-ups, ranging from increased speed, to more firepower, and an EMP blast that momentarily stuns enemies. Thankfully, not all of Cactus+ is out to get you. Another level’s floor layout changed after each wave of enemies, constantly shifting the battlefield and preventing you from settling behind a single piece of cover. One level’s lights powered down at intervals, obscuring your vision to a narrow cone of torchlight following your aim, adding heightened tension in trying to avoid sneak attacks. Especially during these fights, your focus will be torn between aiming and madly dancing between their constant barrage of glowing hellfire.Īssault Android Cactus+ reveals more wrinkles and diversity in its dynamic level design the further you progress, keeping you well and truly on your toes. Equipped with their own unique weapons of android destruction, these bosses are consistently thrilling encounters, enacting their own brand of bullet-hell mayhem. Immobility equals swift and merciless death.īeyond the increasing variety of enemies littered throughout the campaign, there are big bad bosses to contend with at the end of each section of levels. However, Cactus+ soon throws in several ranged enemies of increasing difficulty, forcing you to be continually on the move. Early on, you’ll be dodging plenty of melee-focused robots that you can comfortably pick off from a distance. Fortunately, running out of health, seen in your corner of the screen (depending which numbered player you are), only temporarily downs you, but it reduces your score and wastes time which could be used picking up battery refills after eliminating a wave of enemies.įor a game with a lot of shooting and very little respite, Assault Android Cactus+ ’ variety keeps throwing fresh challenges at you in the form of new enemies or quirks in the level design. Secondary weapons are limited-use, whereby exhausting them requires a brief cooldown period before firing away again, represented by a circle surrounding your character, but you can shoot primary guns all you like without fear of overheating or having to reload.īeyond this, the only significant factor you’ll need to consider is the giant battery symbol at the top-centre of the screen this will continually deplete at a steady rate during levels, and you’ll fail and have to restart the level if it fully empties. ![]() ![]() To shoot, simply hold down “ZR”, or equip your secondary weapon by tapping “LR” first. In line with other games in the twin-stick genre, Assault Android Cactus+ uses the left stick to move your character through flashy firefights, while the right-stick acts independently to control your aim in a 360-degree axis. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |