Megabyte Punch Free Download ApunKaGames (Size: 89 MB) is a Action video game. It was released on October 15, 2013 for Windows Apun Ka Games Oceans Of Games.
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Pixwords. AFinitDataCallback(key: 'ds:9', isError: false, hash: '24', data:functionreturn null,null,null,null,2,512,512,null,null,'on a match-3 adventure to save your friends and build a herou2019s camp!' By purchasing this item, you are transacting with Google Payments and agreeing to the Google Payments. Can you solve all the words?Upon solving one word, you open another letter, gradually unraveling the entire puzzle.Features:✔ Free game✔ Simple rules✔ More than 1000 levels✔ Hundreds of words and pictures✔ Choice of 50 languages: English, Russian, Spanish, German, French, etc.✔ Terrific way to improve your vocabulary! PixWords™ - the new wonderfully interesting word puzzle challenge.50 languages: English, Spanish, Hebrew, German, French, Dutch, Italian, Russian, Ukrainian, Arabic, Korean, Portuguese, Swedish, Danish, Norwegian, Finnish, Turkish, Polish, Greek, Czech, Slovak, Lithuanian, Hungarian, Philippines, Vietnamese and etc.Each word is a crossword puzzle hidden in a picture.
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Excellent work.First thing that stuck out is the character movement and the fluidity of jumping; it's satisfying to simply double-jump and then jetpack boost up, all with great effects (white and blue impacts/jets). Artwork is very easy to read and fun.Combat is only 'alright' currently. It takes too long to destroy an enemy and no amount of 'playing better' improves my ability to defeat an enemy quickly/efficiently, or at least I don't notice it, and combat devolves into button mashing (absolutely not fun). In other words, being told techniques that are powerful, end up not feeling like much (e.g. The jump attack.SPACE, S, LMB). The animation and effects are far too subtle and the timing isn't obvious (can I attack immediately or only when I'm right above the enemy?). The shield break ( Q ) doesn't appear to do anything of any value when I hit the shield guy with it.
In both of these instances I would enhance their effects with broad animations and clear indicators/reactions from the enemies. Ultimately masterful play and timing should reward the player with noticeably increased damage so I'm compelled to play 'better'.One reaction though that I enjoyed was the terrain being destroyed along with the enemy. A great opportunity here to make it so the player can use the enemy as a tool, destroying them in opportune locations to gain access to secret areas, or even aiding in damaging more difficult enemies.Lastly mini descriptions of the various upgrades would be valuable, both for a bit of narrative context, which is always interesting, and just to know what exactly they are.In any event, what you guys have now is pretty enjoyable so good job all around.-Steve. Thanks!,And thank you Steve for the great feedback! Guts and glory unblocked.
I'll try to clear some things upEverytime you hit an enemy, his damage is scaling ( compare it with the damage% in super smash bros ) higher damage means more distance when hit. If the enemy collides at high speed he will fall apart as you noticed. I really like the fact that you noticed the enemy usage as a 'tool' There are quite a few spots where you can use this tactic!There is one important thing we didn't made clear in the tutorial, ( only a npc's mentioned it somewhere ) You can build up damage using default attacks. And finish them of with aerial attacks. Combine different directions in the air while using the LMB. Jumping forward and attacking let you do a flying kick, perfect to finish enemy horizontal against the wall. While holding the up key (or W) and attacking you will kick the enemy high up in the sky.
You can finish him with a combo, kick him up in the sky, jump towards him and hold down (S) while attack to perform a heavy backflip kick to destroy the enemy on the ground below you. There are loads of combinations of attacks you can do while using your direction keys that are way more powerful than the default punches. Those punches are basicly meant as a filler or attack to boost your damage on the enemy.I hope this makes sense. If you try the fight mode you will see the normal punches only raise the damage on the enemy. The abilities and the aerial attacks are the ones to finish off those guys.
Experiment with those attacks and you will see how powerful they can be In the fight mode you will also discover thatwe meant something else with breaking shields. The shield that little blue enemy is wearing is an actual shield part which only increases the stat of the shield. This probably sounds very difficult.
If you press 'E' there is a pink globe thing around you, that is the shield you can break. The enemies in the adventure mode won't use this ability, however the bosses/enemies in fight mode will use them to defend themselves.The mini discriptions are a good idea, however we tried to cover that in those little emblems and let the player discover the functions of 'm. Not sure if that is final.Anyway thanks for playing and your extensive feedback.I hope I made some stuff clear.
Excellent work.First thing that stuck out is the character movement and the fluidity of jumping; it's satisfying to simply double-jump and then jetpack boost up, all with great effects (white and blue impacts/jets). Artwork is very easy to read and fun.Combat is only 'alright' currently. It takes too long to destroy an enemy and no amount of 'playing better' improves my ability to defeat an enemy quickly/efficiently, or at least I don't notice it, and combat devolves into button mashing (absolutely not fun). In other words, being told techniques that are powerful, end up not feeling like much (e.g.
The jump attack.SPACE, S, LMB). The animation and effects are far too subtle and the timing isn't obvious (can I attack immediately or only when I'm right above the enemy?). The shield break ( Q ) doesn't appear to do anything of any value when I hit the shield guy with it. In both of these instances I would enhance their effects with broad animations and clear indicators/reactions from the enemies. Ultimately masterful play and timing should reward the player with noticeably increased damage so I'm compelled to play 'better'.One reaction though that I enjoyed was the terrain being destroyed along with the enemy. A great opportunity here to make it so the player can use the enemy as a tool, destroying them in opportune locations to gain access to secret areas, or even aiding in damaging more difficult enemies.Lastly mini descriptions of the various upgrades would be valuable, both for a bit of narrative context, which is always interesting, and just to know what exactly they are.In any event, what you guys have now is pretty enjoyable so good job all around.-Steve. EDIT:Sticking my foot in my mouth now, played a bit longer and started using the AD control's as well as the up and down attacks.
This game is fantastic.The game is awesome but there are some serious functionality flaws with the key layout.currently my fingers are all bunched up on the right side of the keyboard and dont just rest on the keys I useI would recommend:Space= normal attackZ = special attackX = sheildThis was your hands are spread, and can lay gently in areas where its easy to push. The main attack should be the easiest to use, a thumb on the space bar is always best for that.
Fingers dont get lost with the arrow keys so use those to the fullest, dont wast the up and down. There is no need to have 1 key for jumping and 1 for entering, your over complicating something simple.Lastely with the thumb on the keyboard the two most natural keys are Z and X. Use'em!A few game-play pointers: The feeling of building up is more compelling then that of adding on. Maybe start the player with no special ability and and maybe even default legs that don't actually do anything. This way, as the player progress he builds apposed to becoming flooded with loads of parts that you dont understand. Starting smaller allows the player learn what the parts are doing and understand there signification.All that said this is wonderful and if the functionality is cleaned up, something I plan to pre-order.