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Super Defense Force(Derp)

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Author Comments

Save the world from under the attack of deadly robot army! 3 characters to smash the face and bring the justice. Control with S,D,F and Arrow Key buttons. Survive as long as you can, and get the highest of scores.

Use Keyboard; No Mouse controls
S/D = Fight
F = Jump
P = Pause
Q = Quit to title (from pause screen)
Space/Enter = make selection
Shift/Esc = cancel selection (actually I think Esc doesn't work in Flash?)

(Derp Test) version is a sort of a 0.1 version of Super Defense Force which has most of the core gameplay ready, but not the more time consuming things like extra backgrounds, story mode or aerial attacks. Please give me some feedback so I know if I'm going in the right direction before proceeding. This way, we all get a better game in the long run.

If you do not have a NewGrounds membership, you can put feedback on ASV Headquarters:

http://z10.invisionfree.c om/ASV_Forums/index.php?s howtopic=155

no sign-up required, but I guess it can be a little tricky to figure out.

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It was a nice game

Can't complain

Cool Game


This game is pretty good. The artwork looks great, as do the animations, and music, and I also like how you can change the colors of your player. Some of the sounds could be better, especially the impacts, but they're fine. The characters would have looked better if they had actual running animations, instead of the sliding effect.

The controls are the biggest challenge for me to get used to. For the most part, they're pretty good and the player is responsive. It guess it takes some getting used to attack someone behind you, as your player takes a step back to allow time to do the "reverse" attack. More often, I'd rather just turn around, and do my normal attack instead of the reverse. I don't like the jump attacks, though. Martialalist tends to float, and Majokko and Ravedge do a little bobs when they attack. I'm sure this was by design.

Martialalist was my favorite. Needs some kind of throwing attack though... toss an enemy into other enemies. >:)

You gave him the Hadoken? Actually, that's cool, but you shudda gave him the Dragon Punch, haha (:

I was hoping the hard mode would actually have smarter computer AI, rather than simply increasing numbers and spawning stronger enemies more often, but oh well. Normal was more enjoyable. Good seeing "You dead" too, although I knew that one was comin'; was expecting the voice though. (:

Sandbag mode was a good idea. (:

By the way, I've never had problems using Escape key in any of my Flash games, and it worked well here.

Nice game, Ace.

- Ziro out.

AcetheSuperVillain responds:

Ah, the good ol' Ziro report. Most of things you picked up on are things that I plan to fix once it's really "finished" and not a (Derp Test).

As for turning around, I used that method because i think it feels odd when you and your opponents can turn around instantly. In a realistic situation, you'd want to try attacking from behind or guard your blindspot, but this is useless when they can turn instantly. It also gives me more potential move inputs, and thus more potential moves.

I would love to add throws for all characters, but I'm not 100% sure of what really happens with the game objects during a beat 'em up throw.

As for Dragon Punch (I know it as Shoryuken) that will appear when I get around to doing aerial attacks.

Hard mode's AI starts with 0 reaction time. Normal mode will go from 20 to 0 over the course of play, so once you have beaten about 20 groups in Normal it is exactly the same as Hard. Hard basically just a shortcut to the "fun part".

I can add the "You Dead" voice back if you miss it. Usually people just complain about it so I didn't bother.

Not bad

This game is quite good, apart from it geting boring after a while and a bug i noticed, when you go into normal or hard and then leave without moving and go to sandbox mode you can go forward in sandbox mode, but overall it's a nice idea and a good game.

AcetheSuperVillain responds:

ah, thanks, I'll get right on that.

Credits & Info

3.49 / 5.00

May 27, 2011
1:47 PM EDT