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  1. RayBurst is an action-packed, high-speed side-scroller game. Pick from 4 unique playable characters, each with their own strenghts, in order to combat hordes of dragons on various missions. Let me know what you think! Html5 demo: http://www.rayburst.net/game/index.html Google Play: https://play.google.com/store/apps/details?id=com.fulgryph.rayburstGP Amazon Underground: http://www.amazon.com/dp/B01G5U97Z2/ref=cm_sw_r_tw_dp_akmtxb0CJ9ME5 2nd Trailer: I submitted to Tizen as well, but it hasn't finished validation yet.
  2. Desktop HTML5 demo{a phone at the level of iphone6 can handle the game flawlessly though, anything less, not so much} http://www.rayburst.net/125testing/RB07/index.html These are the controls:(in asdw, hjkl, and uiop groups) ASDW = Movement H = Special Attack J= Normal Attack K= Signature Movement (Propulsion, hovering, and flying.) L= Power Up (All the others) / Reload (Phreit Nor's gun) U = Angle Control / Tech Powerup {Grafto} I = SKILL switch {Gotta be over lv.1, Max level is 6 for 7 skills per character at lv6. You buy books from the turtle under Adventure>Shop) O = Energy recooperation {The yellow bar, also works on the red bar, which is the equivalent of acid build up in your muscles) P = Zoom in / out Spacebar = Inventory where you use gems to increase offense or defense. More gems equals more time powered up. This game has a level of depth, rather than being a 1 to 2 button masher, for example, H+J will combo into a new move depending on the character, such as Phreit Nor's Tri-Assault gatling or Grafto's loop-de-loop off a Power Joust. Gamesalad, the engine I used, has an html5 export, I'm not sure how it compares to game maker studio's or construct2's html5 export. I've been able to use the html5 files to wrap and create a standalone executable for Windows using Crosswalk. I plan to eventually make a steam game via this or a similar method: Steam "concepts" page: http://steamcommunity.com/sharedfiles/filedetails/?id=658022904 Trailer:
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