Super Mutant Alien Assault is a sci-fi, arena combat, action platformer game, about a ships robot that must fight off an alien assault. These aliens mutate when coming into contact with the ships radioactive fuel, turning already dangerous enemies into vicious monstrosities. Weapons and explosives are limited, and randomly dispensed by the ships weapon vending machines. With random weapons, and semi-random levels, skill is your only chance at survival. The game is still in development. You can get more information at www.MutantAlienAssault.com
These are abilities that use special ammo. This ammo is dropped in the form of green cubes when killing mutant versions of the enemies. The function of these abilities will vary considerably. Some will be use for offense, some for defense, and some more utility in nature. 2 examples that are in my current build:
Special blast - This special ability sends out a wall of energy in either direction from the player. It covers from top to bottom of the level, and travels at high speed, but for limited distance. Using this will use all special ammo in one go, and the distance is determined by how much ammo you had. While it does decent damage, its not a one shot kill. It will kill most normal enemies in one hit, but not the mutant versions. It has decent knock back though so if it doesn't kill them it will knock them back, making it useful for both offense and defense.
Hacker - This special ability lets you interact with every machine in the game in a special way. The effect on each machine is dependent on the machine itself. For example, hacking the weapon or grenade machine will reset its timer instantly. So if you pick up a weapon you don't like you can hack the machine to have another go. Especially helpful in co-op where you have to share the same machine, this lets both players use the machine with no waiting between turns. Also, for co-op hacking a downed player will revive them instantly. Hacking the fuel rod machine will let you pick up a second rod (held in place of your weapon) so you can deliver 2 rods at once, but you have to make the run with no weapon.
These abilities are all defense in nature however, some will have movement and alternate reasons for using them. They have no limit to using them, except they are on a very small cool down, so you have to wait a little before using again.2 examples that are in my current build:
Dodge roll - Usable in both the air and ground this dodge makes you invulnerable for a short period of time. It will protect you from any thing that can damage you, except explosions. You can dodge through enemies or enemy projectiles. You can dodge through your own mines or any other contact explosive that normally touching them will trigger an explosion.
Conc belt - Using this causes a forceful wave to shoot out in all directions from the player, forcing all objects and enemies back. It has particularly good multi-function use when combined with your weapons or grenades. For example, concing a held/cooked grenade will shoot the grenade out further and faster than throwing it normally. Concing at the same time as shooting a rocket will launch it at a much higher velocity. I also particularly love it for concing placed mines off ledges into enemies below.
Perks are passive abilities that you always have. Currently I only have a couple of standard pretty unimaginative ones like health and ammo. Health giving you one extra heart for the level. And Ammo giving you 15% more ammo for each weapon/grenade pickup. However, I plan to have more creative options available to select for your perks.