Higgs Tours - Ocho Rios Jamaica

Contact us at 876-850-1396 or nhigs57@yahoo.com

UBERMOSH Vol.5 Download For Pc


Download ->>> DOWNLOAD (Mirror #1)


About This Game

UBERMOSH is a fast-paced arcade series that started in 2015 and was shaped by the amazing community's feedback each new volume. The 5th volume shows the Blade Saint 1200 years after the events of the first game with a set of new powers and more aggressive antagonists.

Double your physical strikes, combo the Melter/Shield with the Brainclap and Manastrike of the previous volumes, fight smarter versions of the classic foes and go Hardboiled for a visceral reflex polish. b4d347fde0



Title: UBERMOSH Vol.5
Genre: Action, Indie
Developer:
Walter Machado
Publisher:
Walter Machado
Release Date: 25 May, 2017


Minimum:

  • OS: Windows XP
  • Processor: 3.2 Ghz
  • Memory: 4 GB RAM
  • Graphics: 1 GB
  • DirectX: Version 9.0c
  • Storage: 550 MB available space

English



ubermosh vol.5


two things i like
lettuce
ubermosh. Of the Ubermosh series this is the (at the moment)
last and best part (imo).
While there are a few little things that could be better:

-No options menu (if I didn't have a mouse with a dpi-switch I would have a problem)
-The top and bottom of the screen are still dangerous, because the enemies are much closer than the left & right side of the screen when they show up.
-You can't choose which weapon to pick up which leads to dodging all the guns that are lying on the ground in the early game. (after getting one of course)

The game in itself is a great, high-speed, rampage top-down shooter which needs full concentration, but is overall much more fair and fun than the previous installments, because compared to those it's far less random. Overall it is a nice little game for a great price, for the moments when you feel wide awake and concentrated.. Ubermosh is just something that I can't believe. The developer actively listens to the players' feedback and with each release/version of Ubermosh that comes out, it just gets better and better. This is why I play video games. Fast action, crazy hard, yet never actually pisses me off. It is so much fun, so buttery smooth yet the controls are super tight.

This game may be tiny, but there's different ways to play it.

Try a "Co-Op": One player uses a controller to move the character, and the other uses a mouse/controller to aim and shoot. This'll get a few laughs for sure.

You can try playing with the in game mods or try doing weird personal challenges like "only run left" or "can't move" challenges.

Simple, short and sweet, but extremely fun to boot up a few times a week in between playing bigger games.

Ubermosh is just awesome.. This is essentially the love child of every good bullet hell game and a little too much LSD. The gameplay is INSANELY fast-paced, and surviving for more then 10 seconds takes some serious hand-eye coordination. The soundtrack is awesome, and fits perfectly with the game's pace. The retro style is a really nice touch, too.

This game is honestly a must-have, especially if you've been searching for a proper adrenaline rush.

Just go and buy it already. It's worth it.

. Good video game.. This is the best and the easiest UBERMOSH game cause u can just sit back relax and destroy your enemies with Kensai. Although the first game would still be the best Vol.5 would be everything.. Really fun but brutally hard bullethell arcade shooter. If you die you know it's because you messed up in some way, whether it be moving in the wrong direction at the wrong time or miss timing an attack. I had the game running while I was afk for about 5 hours, but it took me roughly 2 hours to 100%. Super cheap price and super fun - Would recommend.. Almost the same exact game as WRAITH
every single game in the franchise added new mechanics or characters
this one doesn't add much
but i got for free and it's fun so i am not complaining. fun, definetly worth the buy


DRIFTER:
How personal can a game be?
During the latest months, I was working on better ways to program procedural content frameworks, "organic-like" AI behaviors and ways to insert physics elements to the gameplay. My production flow is pretty experimental and my games are created to test the hypothesis.
The procedural content generation framework started with the rocks formations and enemy placement on the first UBERMOSH. Trip to Vinelands came with the "seeds" concept, where variable levels were chosen and micro variations could happen in each level/map. It was improved on TTV2 and more variability could be generated without severe spikes on game difficulty. WARPZONE DRIFTER is the most recent version of the "seeds" framework with a very solid procedural execution, that evolution now allows the production of richer content for the next projects. The organic-like AI is a mix of a "fuzzy logic" and the "taking various and various elements" before object reaction, it started with the enemies flanking on my first games, got a swarm version on SWARMRIDERS (that evolved to UBERMOSH SWARM) and now it has a tentacle version of it, created for the latest project. These AI developing steps are very important to create a "fluid" enemy behavior that I keep improving. Physics elements inserted on gameplay kinda work as a simulator, and that player's piloting skills can be translated into the real world (for drone piloting, for example). Those 3 elements were the core of WARPZONE DRIFTER, a retro-arcade breakless drifter game, that I am proudly presenting you now. A very personal game made from all graphics to guitar recordings by the same person (that can be seen in a frame or two when you survive full time before extraction). Many thanks for the support, I hope you enjoy the game as much as I enjoyed making it.
More stuff soon, you can follow the steps here:
https://store.steampowered.com/developer/waltermachado. SANTICIDE:
Howdy folks, it's been a long time, ...it took over a year since Vol. 5 to process all players gameplay feedback and ideas, think the next step of UBERMOSH lore, create the new content, balance and playtest everything.
Checking the software clocks, UBERMOSH series got 3616 hours of Game Maker Studio and 684 hours of Black Ink for half of the production time. The other fraction was spent on audio, not just recording and playing, the journey for the correct timbre has a fascinating complexity. For example, the UBERMOSH fuzz timbre uses 2 matching BC109 transistors in a fuzz circuit, matching with a BC549 before the clipping. The new gun sounds and the shredder uses an analog delay self-cycling before overdrive to create the "energy" sounds... not mentioning the different slide materials tested to match the desired vibe for the track (a blue ceramic "Moonshine Slides" 246 won).

UBERMOSH:SANTICIDE
Each volume added something new to the table, Black brought Brainclap and the Blue gun, Vol. 3 came with endless pit and the swarm, Wraith inserted the Manastrike, Vol. 5 gave Dual strike, Shield and Melter. Santicide comes with way more enemies (with more cosmetic differences) better AI, more shielded enemies that will cover the smarter thugs, a stronger, faster and even smarter enemy with a new usable gun, you can choose the Vol.5 Dual Strike or starting with a Single Strike that will climb to Double and Triple (triggered by time) or go with the Single Strike + Shredder, a slow-moving time triggered energy attack that counters shield.
You have the Classic mode being able to be changed (without resetting scores) to Hardboiled (more challenge, more scoring opportunities) and Santicide (a mode aimed for the veterans, with its own Santicide Achievements).
By the end of the month I will be able to launch it, you can follow some of my production updates here: https://store.steampowered.com/developer/waltermachado
Many many thanks for the support, see you soon.. FEEDBACK:
Howdy folks, Early Access Updated, version 0.5, and 5 of 6 characters are playable right now.
How did they come? Due to the Beauty and Toughness of Steam Early Access, "Blademaster Q" came from the "give us a Kensai" feedback. The gameplay is a mix of defensive-double-sword-bullet-cutting, double-melter-spinning and the Pink Brainclap (Aia has the classic "KO triggered" Red Brainclap that goes denser thru Ascension, Wanderer has the Green Brainclap, that triggers a bit faster and like Red, goes denser thru Ascension. The Pink Brainclap is always very dense, but the KOs needed to trigger it is related to how ascended the character is).
"Gunner Kore" was deeply inspired by flying drones FPV (one of my non-game related activities and, I tried to transfer that feeling to this character). When flying acro, sometimes you have to split your attention, Kore has autofire and extra guns that can increase wideness of gun spread or fire 180 degrees of your aiming direction... plus the Pink Brainclap. Making a six characters UBERMOSH is very complex and a true development challenge because of the balancing of the ASCENSION steps.
Wook was nerfed a bit, the game got some performance and AI tweaks, and with this amazing community support, the development can go in the direction players deserve. Many many thanks!
If you like the game progress, please review it. I am all ears to hear your suggestions via Steam Hub and there are lots of threads for you to express your impressions, ideas and, suggestions.
More stuff soon!
https://store.steampowered.com/developer/waltermachado. TWEAK:
24 hours ago, Vol.7 launched, and for my luck, the beauty of Early Access with the Awesome UBERMOSH Community support started. Veterans of the mosh start sending priceless feedback about combat, balance, expectations, and a ton of insights for the next updates.
Now, on version 0.3, Aia will have a bit more chances during the first steps of ASCENSION, Wook will find that some enemies upgraded their shields and Wanderer... oh, that fine fine tune and the perfect challenge curve got a tiny tweak with the SWARM starting a bit later (and it also affects Aia, that combo this tweak with the stronger Manastrike (that green ray)).
My job continues working on the next steps, listening to you, nice folks, translating gameplay feedback to numbers, sounds, and images (yep, that will come soon).
Many many thanks for the kindness and support. I am making my best to give you a worthy UUUUUUUUBEEEEEERRRMOOOOOOOOOOOOOOOSHH.
https://store.steampowered.com/developer/waltermachado. NEW ULTAKAAR:
"The Colony is expanding, the Saints of New Ultakaar in their path to Ascension (and to bring us Enlightenment) can call a... UUUBERMOSHH!!"
Since 2015 I have not put a game in Early Access. The previous volumes of the UBERMOSH series followed the steps of the Blade Saint, from "Green" to an "Ascended" entity. Now, Vol.7, the class mods, and the single character were traded by multiple progressive characters. The final version will have 6 characters, today 3 are ready to play. The first one "Saint Clone Aia" is an inexperienced clone of the glorious Blade Saint, she starts with 0.001% ascension (to not say zero) with just the blade like in the first game and will have all Blade Saint's powers and a bit more at 100% ascension, progressing from 5 to 5%. The second, "Artificer Wook", starts with 80% ascension and can progress by steps of 1%. He has a shoot that can destroy bullets and some shields and progressive extra firepower, presenting a very aggressive style of gameplay and a more linear difficulty thru the match. The third, "Wanderer T667" can double-strike + full auto with guns and has a symbiote that can melee attack, becoming more active with an increased ascension. The maps are now carefully handcrafted instead of seamless and the pit has some limits that change the pace of the combat. Various cosmetical contrast changes, blood shape tweaks and the way the framework deals with the graphical elements allowed more stuff on screen without affecting visibility and performance. Noise rock tracks will be inserted along the time to meet the New Ultakaar vibe. It is a very complex game to balance and solo making, it is taking way more time than the previous volumes and your support and feedback is very important (yep, I included that "music mute" button). I like to hear how are you dealing with the new game elements and what characters you would like to see as the next 3. Many many thanks for the company and kindness along this development journey since the first game. Pretty awesome community. More stuff soon.
https://store.steampowered.com/developer/waltermachado. 1.0:
Four thousand hours of GMS, eight hundred of Black Ink, two thousand hours of Fl Studio and, a few hundred hours of other software since the first volume.
I like to see Vol.7 as my best effort to translate years of players' feedback about what they want in a top-down shooter. This volume brings more characters to cover more gameplay styles, some characters will have more progression (to meet the desire of some players to feel the character learning and upgrading skills) and, some will start hardboiled since the first match. The game balance came with awesome community support during Steam Early Access, sharing impressions and ideas for the next steps... and I tried to find a common ground for different expectations.
The game is complete, and I keep resetting and playing it again, something is really really right with this title... and I thank you a lot, for it!
Version 1.0 is online, enjoy.
https://store.steampowered.com/developer/waltermachado. THE DARK MIX UPDATE:
It is not just about development, I play UBERMOSH Vol.7, for fun, a lot. Shredded it during Closed Alpha, Early Access, 1.0, 1.1...1.2.....and finally I came with the Dark Mix Update. The game was made following players' feedback, and some elements still surprise me, like the thugs A.I. and how awesome is it to test new ways to use the powers.
One lesson I learned developing TTV and TTV2 and it was inserted on all previous UBERMOSH: Randomic changes on how the light is pre-rendered on the floor refresh players' perception. TTVs change level filters each maze and the UBERMOSH games change a bit "light projection/ground tonality" each match. Now, it works on Vol.7 too.
While experimenting variations on the OST I brought back the Dark Mix, a "tweak" that I liked to make on the tracks to "listen while driving". Low tunning plus some degrees of a special reverb setup that can morph surf music thru the darkest metal. Now, on Vol.7, the dark-mixed can randomly play with the classic tracks, and I hope you have as much fun as I am having.
Many many thanks for the support and hub interactions, it is guiding the development and performance updates. If you like what you are seeing, please, please, make a review on Steam, it helps a lot to spread the seed.

Play it loud!
https://store.steampowered.com/developer/waltermachado


Equilinox [Keygen]
JUMP AND RUN - DON'T FALL Free Download [Patch]
Gremlins, Inc. Famous Figures Download] [key serial number]
Frank and 10 roots Download] [PC]
Cossacks: European Wars Download] [Password]
Catch Canvas crack gamehackstudios
Crypt of the NecroDancer Extras download for windows 7
Watch_Dogs 2 - Season Pass [key serial]
The Last Crown: Blackenrock [hacked]
Sacraboar Torrent Download

Views: 6

Comment

You need to be a member of Higgs Tours - Ocho Rios Jamaica to add comments!

Join Higgs Tours - Ocho Rios Jamaica

© 2024   Created by Noel Higgins.   Powered by

Report an Issue  |  Terms of Service