Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
O Ilusionista said:
Some news: I've been adding some new NPC/Cameos on the game

A very... Impulsive... Npc joins the fun. Can you recognize him? :)
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Zemo - Sprited by Gate - isn't happy to see you there. Yeahm, more classic Hydra people will appear on the game.
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I like the idea ! I think I got most of them.
Waiting to try the next version, to find them ingame :)
 
any plans to making a homage to this?
oldyz hahahahahahahahah that was funny :)
For now, I have no plans for a playable Thanos.

Waiting to try the next version, to find them ingame
nedflandeurse thanks, I've added like 10 new cameos on the game :)

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Where's the Falcon? There will be two 3 versions*: Last 2 palettes will use the drone version of Redwing, others the animal version - each will work in a different way. Jhfer amazing work again :)
* We decided to have 3 different versions : Redwing Mode (pals 1, 2 and 3), Pilgrin mode (purple), Drone Mode (last two).
Pilgrin mode won't have the redwing helper.

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Bloodbane we have a X-Men fan here :)

Something that a lot of people asked for: now you can see which helper will help you, with an icon next to the Avengers logo. This helps when thinking about strategies.
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Oh, about the box in the middle, it's something I always wanted to add since long time: a random item container.
You can get health itens (more often), score itens, time itens, some traps, a NPC (Yellow Jacket), Avenger Card and even a 1up (very rare)
 
O_Ilusionista said:
Oh, about the box in the middle, it's something I always wanted to add since long time: a random item container.
You can get health itens (more often), score itens, time itens, some traps, a NPC (Yellow Jacket), Avenger Card and even a 1up (very rare)

Lootboxes confirmed. Micro-transactions coming soon. lol
 
Cyrus Annihilator hahahah I would love to :)

A small teaser showing one of the novelties that I call "story cameo". In this edition, Red Skull.
Story Cameos will be frequent in the game, and I think that makes the game "more tied" to a story - it was one of the positive feedbacks I received in the previous version, about when the bosses show up before you battle them.
 
The new heavyweight boss in the game: Tusk.
With great physical strength, great stamina (including super armor in some moves) and throws, it's the kind of boss you want (or should) keep your distance.
He will be part of a new scenario that has two routes in the same scenario, and each part gives access to a different boss.
 
Another boss brought from the depths of Marvel's oblivion: Chrome, one of Magneto's acolytes. With cool powers to transmute materials.
https://youtube.com/watch?v=yPk4backjBo

Did something not common in OpenBOR: the same stage has 2 different bosses, depending on how high on the stage you are.
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Hi!  I'm new here but joined the forum just so I can better follow this game, which I think is amazing!  I had a few questions though.  Is there any type of ETA on a more updated demo?  The one I have is over 3 years old.  If not, is there a way to support the project and get access to an updated build?  And lastly, one thing I would love to see in the game is some type of survival mode where you pick a hero and last as long as you can against waves of enemies.

 
I think Tusk’s sprites need more black outlines, namely on his gloves, spikes, hair, and pecs, to make him fit in better. Maybe a palette adjustment as well (try using Beast’s colors for his pants). With Chrome, you could add black outlines to his belt, shoulder pads, and gloves. Does Tusk also use some sprites from the Genesis X-Men 2?
 
Space Mutiny said:
Hi!  I'm new here but joined the forum just so I can better follow this game, which I think is amazing!  I had a few questions though.  Is there any type of ETA on a more updated demo?  The one I have is over 3 years old.  If not, is there a way to support the project and get access to an updated build?  And lastly, one thing I would love to see in the game is some type of survival mode where you pick a hero and last as long as you can against waves of enemies.

Space Mutiny Thanks.
My plan is to update this game this year, and it won't be a demo but a full build.
About support, you can access my patreon - there is a level for that (beta testing) - https://www.patreon.com/oilusionista
But the beta content can vary, so you can get a beta of other thing rather than this game

Miru I liked this colors, they are okay to me. About the strokes, in some places I agree with you, but in some others will be too much - I will make some tests. Same for Chrome.
No, only sprites from the SNES game with some edits.
 
Showing the new scenario of the Sentinels chapter, where you can choose which route to take within the scenario itself. You can change your route, descending (or falling) from the top to the bottom, but the reverse path is quite tricky to do and, after a certain point, impossible to change - only a few characters can get around this.

This game was designed to force the player to be tactical and choose the best character for each scenario, and not simply choose the same character from beginning to end. It's possible to end up with the same character, but it's hard.

With that, there are only two scenarios left to finish the content of the next update :)

Gameplay by Psykai.

 
Love the concept. The heroic adventure aspect as opposed to "go right and punch" is really starting to coalesce.

DC
 
Damon Caskey said:
Love the concept. The heroic adventure aspect as opposed to "go right and punch" is really starting to coalesce.
Damon Caskey thanks buddy! I always wanted this game to be different than just walking around and punching people, making the game behave like the Avengers would on a real mission - choosing the best character for each mission. They wouldn't send the Hulk on a high-speed mission, any more than they would send Quicksilver on a high-damage mission.

In one of the missions, you cannot use mutant characters, for example. And I plan to do other specific missions, like infiltration, missions in tiny spaces for characters like Ant-Man, etc.

I know there are people who like to play games from start to finish. For now, this is still possible, but it can be quite difficult depending on who you choose.
 
O_Ilusionista said:
Damon Caskey said:
Love the concept. The heroic adventure aspect as opposed to "go right and punch" is really starting to coalesce.
Damon Caskey thanks buddy! I always wanted this game to be different than just walking around and punching people, making the game behave like the Avengers would on a real mission - choosing the best character for each mission. They wouldn't send the Hulk on a high-speed mission, any more than they would send Quicksilver on a high-damage mission.

In one of the missions, you cannot use mutant characters, for example. And I plan to do other specific missions, like infiltration, missions in tiny spaces for characters like Ant-Man, etc.

I know there are people who like to play games from start to finish. For now, this is still possible, but it can be quite difficult depending on who you choose.

I see this, and it makes the game feel unique: even as far back as early versions, flight missions favored flying characters, but still gave others ways around them. The harder times some characters have in some situations is natural and balanced, and it makes “Capslocke” challenges more fun to see characters in situations they’re less than optimal for.
 
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