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Extremity
TBA
Developer(s) Gear games logo
Publisher(s) Gear games logo
Platform(s) Nintendo Switch
Genre(s) Platformer, Action RPG, Beat-Em Up, Dating Simulator
Release Date(s) June 15th 2019 (Internationally)
Age Rating(s) E10Rating
Media Included Nintendo Switch Cartrigde

Extremity is a beat-em-up shooter game developed by Gear Games and released for the Nintendo Switch in June 15th, 2019. The basic premise involves a made-for-combat insect-like hybrid called Versapex to hunt powerful monsters made by a mad god.

Gameplay[]

The main gameplay primarily involve heavy combat, which includes defeating an army of enemies, defeating the bosses, smashing out enemy buildings, and staying alive until the mission is done. The player can walk, run, dash, fly or glide, and use a variety of damaging or beneficial moves.

The player can switch between two playstyle in the middle of the fight; Close Combat and Ranged. Close Combat allows for head-to-head combat and freely move unless if using a Lock-On, while Ranged allows to automatically Lock-On on aimed enemies and move while still facing the same direction, only moving by camera control.

Each playable character have three type of moves; Standard, Special and Power, with each of them having various damage level, effectiveness, element, attack speed and brief cooldown.

Standard Moves are regular attacks that split into two distinct category; Melee Attacks and Ranged Attacks. Melee Attacks have five input (neutral, forward, backward, upward and downward) and is done in Close Combat mode, while Ranged attacks only have three (neutral, upward and downward) but have unlimited range and while dealing less damage, better at hitting an aerial target. They can be used at any time without restriction.

Special Moves are special attacks that splits into four inputs; neutral, directional, upward (SR + Up) and downward (SR + Down). Their function varies between different character, with some being a strong attack, an escape move or have other function. Like standard attacks, they can be used without restriction.

Power Moves are even stronger special attacks, but generally have increased endlag compared to other moves, making them riskier. Some characters have a few of them executed quicker or that are even stronger, but at a cost of anything depended on the moves themselves and the characters. Just like Special Moves, Power Moves are splits into the four same inputs; neutral, directional, upward and downward, and have no restriction of use for most characters, but some of the characters have a cost when using them (such as costing some of Wave's Water meter).

Attempting to perform a Power Move also make the user to take 1.2x more damage than usual if they get hit. While not a much of a big deal at first, this can become detrimental if not used properly, as the character might ended up losing more HP when improperly spamming them than if they did used them correctly.

Versapex had one unique ability to change between two sizes; "Regular Size" and "Kaiju Size". The Regular Size allows Versapex to enter buildings that would otherwise be demolished (or simply cannot be entered) with her Kaiju Size, as well as more useful for stealth and avoid stronger attacks, while Kaiju Size is even more combat oriented and crowd control, effortlessly demolishing helpless enemies but also at the expense of being seen and hit more easily, especially by stronger moves.

Up to four player can play in one screen under splitscreen, and up to twelve players can play in online mode and wireless play. The player one always control Versapex, but the rest of the player can freely choose any of the eleven Mercenaries, each of their advantages that Versapex does not have, but also a disadvantage. In single player mode, Versapex can also call up to four of the eleven Mercenaries available.

In Single Player mode, the game is over if Versapex runs out of health, but in multiplayer, this is only the case if all of the players are taken down. In Multiplayer however, Versapex takes longer to respawn than the Mercenaries, does to her having greater power overall than the others. The Mercenaries will respawn in one minute regardless of mode, while Versapex respawns in one and a half minute in Multiplayer modes.

There are a few missions and a mode called Mercenary March where the player 1 can play as one of the Mercenaries, allowing those who wanted to play Single Player mode while also wanting to play as anyone else other than Versapex.

Bosses are unusual as despite having health, most bosses will hastily retreat in fear if the player(s) managed to make a combo of 50 without stopping, and this counts as a victory. With that said, this is difficult to do so, as the bosses will start to see Versapex (or the Mercenaries in Mercenaries March) as a dangerous threat and dodge more often. A few bosses are always aggressive, at the cost of being prone to hit by hazards, which smart players can take advantage.

Control[]

This is the default set and assumes that the player is using a single Joy-Con.

A Button Jump/Fly B Button Power Move X Button Attack/Shoot Y Button Special Move
SL Button Switch Combat Mode L Button
or
R Button
Lock-On ZL Button Guard/Dodge Control Stick Movement
SR Button Look Up/Look Down/Ascend/Descend L Button
or
R Button (Hold)
Freelook ZR Button Grab
Control Stick
Tap for Dash

Game Modes[]

There are three main game modes the player(s) can play; Mission Mode, Arcade Mode and the unlockable Mercenary March. There are also two extra modes known as Training Mode and Boss Rumble. Mission, Mercenary March and Boss Rumble can be played in online multiplayer, but Arcade Mode's multiplayer is only offline or wireless play, while Training Mode is only offline multiplayer.

Mission Mode[]

Mission Mode is the main mode of the game, which permits the player to progress thorough the twenty locations (with five extra bonus and optional locations at post-game) with three missions on each of the location (some locations works differently or have one extra objective) that shall all be completed in order to advance into another location.

The objectives tend to vary from location to location; one is involving rescuing a few citizens, another involving eliminating a set amount of enemies, and yet another involving collecting important items. Boss battles usually take place in the third mission, although a few exceptions do take place in prior missions instead.

Dying (or having all of the players defeated) in this mode will only restart from the last checkpoint, which is spread proportionally. That is to say, the boss battles does not save progress by using another checkpoint, at which is to prevent the player from steadily cheesing the fight by steadily decreasing the boss's HP, touch the checkpoint and redo the same two steps until the boss is taken out.

Because of that, the player(s) should instead focus on strategy and either attack with brute force, or figure a more safe way about how to take the boss down. That said, a multi-phased boss will have progress saved in-between phases, which means the player only need to start over from the furthest phase they reached if they had been defeated.

There are "secondary" objectives in the form of badges called Search Files, which is in the form of vertical rectangular shapes. Some of them are well hidden in objects that should be break, others being held by strong enemies (or even weak ones!), and a few others being given by friendly NPCs. The Search Files have a glowing green aura which help the player to detect them when they are close enough into their range.

As already explained, the player 1 can only use Versapex while the other players can use the Mercenaries of their choice, but the former have better abilities to compensate.

Arcade Mode[]

The Arcade Mode is the faster paced version of the Mission Mode, allowing the player to simply defeat a wave of different enemies and taking on bosses. That said, the player(s) have limited lives, and they can only stock up to five lives, which they can gain by winning five stages.

The player can set into Easy (5 Stages), Average (10 Stages), Hard (15 Stages) and the unlockable Hardcore (25 Stages) and Extreme (30 Stages). The final boss for each difficulty is Dr. Magmer (Easy), Diamountain (Average), Decayon (Hard), Leak Quifive (Hardcore) and a surprise bonus boss fight against Captain Cube KiloBot (Extreme).

If this mode is played in multiplayer mode, the life limit is upped to fifteen, and the players can gain the exact amount of lives depended on the number of players. Up to eight players can also cooperate in an online session.

Each stage have really random set of enemies and bosses to be faced (the final bosses in their respective difficulty always faced last as exceptions), but the score received will be based off the player's maximum combo, the remaining HP and how quick the player had finished the enemies or bosses.

Mercenary March[]

Training Mode[]

Boss Rumble[]

Story[]

The story take place in the Mission Mode. While it is not super long like typical epic RPG games would have, there are some hidden lore within items and bosses.

Act 0: Origin[]

This Act can be skipped if the player does not want to go thorough the tutorials in the Clandestine Laboratory.

During ten years of uninterrupted and vigorous researches in the planet Stalequal, a clandestine laboratory had been developing a combat-ready powerful hybrid called Versapex. During those ten miserable years, Versapex had potential but didn't properly controller her power, much to the increasing worries of the scientists. But at the tenth year, she had proved perfected enough to be able to do her task; stop all assaulting superpowerful beings from invading the Secretverse.

Unfortunately for them, as Versapex get into her capsule for recovery, an unseen force had come in and demolished the laboratory. There were only prisoners, but as the unseen force quickly take hasty retreat, they had left the capsule unharmed. It wasn't five days later that the capsule reactivate and unleash Versapex, perplexed by the sudden carnage that happened during her slumber.

As she felt lonely and abandoned, she quickly get back to her act and decided to investigate, cost by cost. She took the training rooms to ensure that her abilities are ready, and once she saw eleven mercenaries working for the Stalequal's Headquarter of the Galaxy Protection Agency.

The eleven mercenaries at first were about to attack her out of fear of getting killed does to her potentially unparalleled power, but as a call from the headquarter told them to put their power down and instead have her investigated to see her potentials, with Dusk the leader of the eleven Mercenaries giving a request for Versapex to follow them. Versapex hesitate at first, thinking that it would be a trap, but decided to give it a chance and follow his request.

As several days passes, the principal of the Stalequal G.P.A., Leak Quifive had noted her friendly and optimistic demeanor, but also her deadly abilities, thus give order to the Mercenaries to have her work with them in order to combat the deadly and barbaric Barbarks... at the condition that if Versapex dared to betray them, the G.P.A. will not hesitate to go all-out to stop her.

Act 1: Scouter Attack[]

In Downward Town, Dusk had investigated a lone citizen who was victim of the Barbark attack. Versapex feels bad for the citizen and try to give a warm hug, but Drums pulled her and claims that she's making distraction and that the lone citizen should be left alone, much to Versapex's dismay.

After they took out Angstrike, Commander Fulzar, in the headquarter, had received information about a suspect who is dwelling in the Lava Beach, but no other information had been confirmed. He give order to the mercs to investigate the Lava Beach, but Drums was harassing the lone citizen to the point that Versapex intervened, and Dusk had to break up the conflict, reminding the both of them that the G.P.A. will not pay Drums for harming citizens, and not let Versapex to be distracted by minor problems, and tell the both of them to focus.

While Versapex obliges without problem, Drums scoffs and almost punched Dusk's face, but Umbre blocked the hit and the other Mercs aimed at Drums, causing the latter to reconsider. Versapex is surprised with Drums' behavior, but Dusk reassured her that as much as Drums can be such a jerk, he's necessary for electric support alongside Volt.

Act 2: Conflicted Reflection[]

Act 3: Barbarks Beware[]

Act 4: Dark Truth, Bright Persistence[]

Act 5: Stalequal goes Staler[]

Act 6: Demonic Insanity[]

Final Act: Extremity[]

Characters[]

Playable Characters[]

Each playable character have one of the following six elements; Fire, Water, Wood, Thunder, Light and Dark. There are twelve characters available at the start, which consist of Versapex and eleven different Mercenaries. Each of them have a specialty for either combat or support, and some are better to handle one boss than another.

Each element is used by two different Mercenaries, with the exception of Light which is used by just Shimmer. However, Versapex also counts as Light because of her EX Energy being a powerful light-energized source and being stronger against Dark-based enemies.

All characters have a different set of Standard Moves, Special Moves and Power Moves, which require the player to practice with them in Practice Mode. For sake of briefness, only Special and Power Moves are listed.

Versapex[]

Image + Name Info
Versapex
Versapex
Versapex is created by a few clandestine scientists called the Betrayed, which her goal is to defeat the strongest being on the multiverse in rampage, while protecting the weakest from danger... although she instead intent to live her life at fullest, albeit she can be brutal when betrayed or distrustful, making her mistaken for a villain.

When fighting, she can let out two of her extra arms in Close Combat mode, or she shoot out laser shots and a slicing laser beam in Ranged mode.

Being an Exa-fied user of EX Energy, she can also change her size and hold significant advantage against gods, eldritch, dark and negative emotion opponents, but lose more HP when getting hit too many times.

Advantages Disadvantages
Strongest character; high HP, high attack, high defense and high agility. Requires correct use of Copy Ability in order to open new paths.
Changes between "Medium" to enter places she cannot enter as Kaiju, and "Kaiju Size" for even more power and resilience. This is done by pressing both A and B at once. Cannot enter into small holes and places when giant.
Deals double damage to Gods, Eldritch, Negative Emotions, and anyone with Dark Element. Receive extra damage when affected by Negative Emotion status or when getting hit too many times.

Celsius[]

Image + Name Info

Celsius
Celsius the Combusting is a Fire Mercenary that is absolutely hot-headed; when he get excited, he will not hesitate to yell like how happy he is! That said, he's also stubborn at what he's doing, leading to embarrassing situations even when warned before hand.

Celsius uses the Combustion meter that allows him to minimize Fire damage, immunity to lava, and when using his own move, allowing his Power Moves to deal burning damage! However, Water damage (including ice variants) will also lower his Combustion meter.

Advantages Disadvantages
Immunity to lava, being able to freely swim thorough these. Takes damage when swimming on water.
Take 50% less damage from Fire attacks. Water attacks drain his Combustion meter.
His Power Moves are generally very powerful and done quickly. Using Power Moves will drain his Combustion meter depended move used.

Firework[]

Image + Name Info

Firework
Firework the Flippant is one crazy woman with a severe rebelling streak; while all he wants is fun, he often take his amusement too far and cause destruction without meaning to. That said, his skill in firework makes him a surprisingly good Fire Mercenary.

Like Versapex, Firework can fly, but she have more agility with her Firework Jetpack and thus help her to chase flying foes, and she can also install firework-themed traps to pack a fun (or for her foes, annoying) surprise, waiting for the target to come out!

Advantages Disadvantages
Fly faster than others thanks to her Firework Jetpack. The jetpack may overheat after attacking too many times using it.
Most of her attacks have at least a small explosive radius, allowing for crowd control and attacking running away foes. She can get herself hurt by her Special Moves and Power Moves. Thankfully she cannot hurt her allies this way!
Her traps are near invisible (fully invisible to her enemies), thus the enemies will only detect them if they saw Firework installing these. Her traps can get dud if they get damaged enough by any attacks, including her own.

Wave[]

Image + Name Info

Wave
Wave the Wholesome is a chill, calm Water Mercenary who focuses on his missions, but willing to cheer up the other Mercenaries long as they will accept his cheering. A few had said that he did snapped against a few ungrateful people... and the result was not too pretty.

Wave focuses on battling near water areas, but can also fight just fine on the ground. He have the Water meter that refills overtime and allows him to perform his unique Power Moves.

Advantages Disadvantages
Swims faster than the others. Below average jumping height.
His Power Moves allows him to recover HP, move faster on ground and put up a water shield. Electric moves can end his Power Moves earlier.
His Water meter refills over time, allowing him to perform his Power Moves and get more resilience. Power Moves costs some Water, and running out of them resets his defense back to normal.

Clamshell[]

Image + Name Info

Clamshell
Clamshell the Cordial is always friendly to people, even those she considers enemies. She's a daydreaming Water Mercenary who wants to retire from hunting bounties and become a singer, but alas, she don't have enough money for her career... Not that she doesn't like her Mercenary job.

Clamshell plays more defensively than the others, which involve taking hits, hindering the enemies and give extra protection to her teammates.

Advantages Disadvantages
Better defense than even non-giant Versapex. Slower than average.
Guarding allows her to reflect non-explosive projectiles. Her shells can be damaged by explosives and this take ten seconds before her shells fully recovers.
Supportive; can help Versapex and other Mercenaries by giving them extra defenses while hindering her enemies. Her Power Moves are situational, as they are only strong in the right situation.

Drums[]

Image + Name Info

Drums
Drums the Direful is an uncaring, vindictive but reckless Thunder Mercenary whose reputation is rotten even among fellow Mercenaries. After failing his first attempt thanks to a double-crosser, he start to believe that it is better to get missions done as quickly as possible, even going into harming his allies if they get into his way...

Drums should not be relied on if the team had to stick together does to his reckless moves, but his Power Moves are helpful to at least slow down incoming hordes of enemies. Make him separated from the group as far as possible is highly recommended.

Advantages Disadvantages
Great crowd control moves, allowing him to quickly finish off weaker enemies. His Special Moves and Power Moves can harm his allies.
Can distract enemies with his Loud Drums, allowing his allies to strike their back. Low Defense.
His basic attacks are surprisingly strong to make up for him able to harm his allies. Water attacks can short-circuit his drums and disable them for fifteen seconds.

Volt[]

Image + Name Info

Volt
Volt the Vigilant focus on her mission, more so than the other Electric Mercenary Drums, but with much more caution and make sure that no one will botch her duties. She tend to be unaware of other situations, which might get on her way...

Volt is easily the fastest of the group, being able to perform hit-and-run strategy to take out harder threats. However, she also have Battery meter which while able to deal more damage, also cause her to have a self-knockback recoil.

Advantages Disadvantages
Fastest of the characters. Her Dash have a lower traction to stop, thus slightly sloppier than others'.
Can charge her Battery to deal more damage, up to 1,5x more damage with 100% full charge. The higher charge, the more severe self-knockback recoil it would be.
Her Dash can inflict damage, and can be benefited by her Charge. Diving on water will make her short-circuit and knock her back to land.

Hurricane[]

Image + Name Info

Hurricane
Hurricane the Hyper is a constantly agitated Wood Mercenary, controlling both nature and wind. Always on guard and rarely get tired, Hurricane makes sure that his missions are done with style.

Hurricane flies constantly, which means he is never considered as grounded unless if he get pinned down. He can float over grounded hazards with little worries, but this means that he cannot go underwater.

Advantages Disadvantages
Flies constantly, immune to ground-shaking moves. Constantly locked from anti-air attacks, thus need to stay behind against them.
His wind-based attacks can push enemies away and can activate windmills. Quite slow without Dashing.
His falling speed is lower than others, even when unable to fly, allowing him to cover large gaps. His wind-based attacks can end up pushing valuable items, which can make them fall into water or worse, hazards such as pitfalls and lava!

Coppice[]

Image + Name Info

Coppice
Coppice the Calamitous loves disorder, much of her fellow Mercenaries' dismay. That said, she can also become very aggressive and attack anyone who dissed her like a wild animal she acted to be.

Coppice can climb, dig, make a primitive but effective trap and deliver quick and swift attacks. That said, her attacks aren't strong and require good practice for better DPS.

Advantages Disadvantages
Can see enemies from far away, allowing her to spot them very easily. If hit by enough Light-based attacks, she become blind for a few moment.
Her attacks comes out quick and ends quickly. Her attacks are weak in general, requiring good timing to make great DPS.
Can climb walls, ceiling, trees, poles and other harmless obstacle. Cannot perform most Special or Power Moves when climbing.

Shimmer[]

Image + Name Info

Shimmer
A Light Mercenary with an impressive talent with his nun-chucks, Shimmer the Showy is a big narcissist that may try to "hit it up" with Versapex, despite the latter having no interest with him. And for good reasons.

Not that he is a pushover; he got the best DPS among the Mercenearies and is able to blind his enemies with his Flash Show. This is all he can do though.

Advantages Disadvantages
Very fast and hard hitting on his attacks; best DPS among the Mercenaries. All of his Moves are attacking, meaning that his mobility and versatility is limited compared to the others.
His dodge covers greater range. His guard, on the other hand, only allows him to block 50% damage as opposed to the usual 75%.
His Power Moves instantly finishes off non-bosses shall their HP become lower than 40%. Most of his attacks are Light-based. While not necessarily a bad thing, it can blow up his cover in dark areas shall he decide to attack.

Dusk[]

Image + Name Info

Dusk
A Dark Mercenary who is willing to protect his fellow Mercenaries and the whole Galaxy Protection Agency. Dusk the Dutiful will not let anyone down, and will stop at nothing to make his tasks done, but he sure love to scare his enemies straight.

Dusk's main role is to scare out enemies, preferably the more annoying ones, and is very good at hiding himself from danger, and then strike when the moment is appropriate.

Advantages Disadvantages
Can hide in almost any place with his own shadow in order to avoid most enemy attacks. Lasers and light-based attacks can hit him regardless if he is hiding or not.
Can spook out enemies with a few of his attacks. Most bosses are unaffected of scariness.
Great defense, allowing him to survive stronger attacks. His Special and Power attacks are generally slow, which require preparing ahead and good use of hiding.

Umbre[]

Image + Name Info

Umbre
Umbre the Uneasy is a nervous Dark Mercenary, unhappy with the constant discrimination against darkness and feels nervous about failing. That said, she is incredibly talented, and when being pushed too far, no mercy for her enemies.

Umbre is slow and heavy, but is able to slow down enemies, break down objects that only giant Versapex could break (and even pick them up unlike the latter), and is the only one who is completely immune to all statuses.

Advantages Disadvantages
Absolutely immune to all statuses. Her boosts tend to end earlier than others'.
Very durable and powerful. Slow and heavy.
Berserk Meter: If betrayed or getting hit too many times, she loses patience and get more aggressive, with her attacking power and speed greatly increased, for fifteen seconds. During her Berserk, she lose her status immunity until her Berserk is over. Fortunately, the statuses will be quickly suppressed once her immunity had reactivated.

Supporting Allies[]

Image + Name Info

G.P.A.
The main ally of Versapex (but only because the alternative is to hopelessly fight her). They will send out special units to take care of specific threats.

The G.P.A. will give specific counters to specific enemies that are painful to fight with. Tons of aerial enemies? Leave it to their anti-air missiles. Tons of dark enemies and Versapex is injured at the moment? The Light Dreadnought mecha will take care of them, even able to take on Dark Bosses. That said, they will only help out if the player is in danger.


Leak Quifive
An aquatic catfish like entity that, while stern and strict, makes sure that the Stalequal G.P.A handles the situation.

He will give out advice about what's coming up in the next location, such as the potential hazards and the boss' weaknesses. He seems to know the Barbarks better than everyone else... a bit too much according to the God of Darkness.


Commander Fulzar
An anthropomorphic bird who is reasonable and well-meaning, but will not hesitate to give order especially if something had gone wrong. He seems to doubt that Versapex would stay on their side, even if he have good reasons such as her overwhelming combat abilities and power.

He gives the directions for Versapex and the Mercenaries during the mission, but only between missions or when they asked them to remind them. He can become irritated when asked too often, but can keep up his cool and instruct the player as usual.

Antagonists[]

Image + Name Info

Decayon
A god of darkness who relish the death of the others, and wanted to make it comes as soon as he is able to in all of his power. Both selfish but strategic, he often try to mislead the heroes into another, but once he loses his sanity from constant failed plans, he shows his even more brutal side... But what if it is someone else that drives him even crazier?

Prior to the tenth Location, he put up traps and other obstacles in order to slow down Versapex and the Mercenaries, while also taunting them via telepathy. Once he gets taken out, his Barbarks will take his place to do the trap installment dirty work.


Barbarks
Servants of the god of darkness. The more common enemies, all vulnerable to Versapex's EX Energy, but also very capable to cooperate, especially at late locations, which may end up slowing down Versapex and give rough time to the Mercenaries.

The Barbark bosses are considerably tougher and are able to go hand to hand against Versapex thanks to their special armor that allows them to take EX Energy-based attacks as normal damage, but no less.


Madnessins
Under the guide of a hidden leader, the crazy crew of various elements are all prepared to spread madness, paranoia and panic thorough the entire world to have revenge on this planet for failing from their endless wars.

Madnessin Bosses are also capable to take on Versapex, long as she didn't get huge (even so, some can figure out how to deal with the giant Versapex). That said, they do need to be aware when they try to overpower her, as her Power Inversion will make them suffer.

Valerie Vexdom Heartgold
Valerie Vexdom Heartgold
Do not confuse her with the Valerie from the Zaxinian Lifts, but do not assume that she have a heart of gold either just because of her last name. This vicious, greedy and lustful capitalist was behind the whole fall of the planet Stalequal's global economy that started a permanent wars, but nobody of this planet (except the now arrested Leak Quifive) knows about her until now!

Now that she knows about the arrest of Leak Quifive leading to a temporary shutdown to Stalequal's G.P.A., she can freely conquer Stalequal with her Vexdom Knights, take the sources of all of the planet, in order to make her rich even further. She also seems to be interested with Versapex's EX Energy, but also knows the danger of using it very well.

Locations[]

Location + Info Missions
Clandestine Laboratory
000
An abandoned laboratory where Versapex is fully completed, ready for a fight... although she seems way too enthusiastic about it.

This location can be skipped as this is a tutorial level, but it can be revisited if the player had forgot some essential basics.

It also shows up the hazards found throughout the multiple locations, be it spikes, lava, and even automated turrets.

  • Tutorial 1: Obstacle Race | Learn the basic movements and pass thorough the harmless but increasingly complex obstacle courses.
  • Tutorial 2: Shooting Range | Learn how to shoot in Ranged Mode.
  • Tutorial 3: Combat Room | Learn how to fight in Close Combat mode and how to use the Special and Power Moves.
Downward Town
001
A town that had been on a downward regression does to a corrupt mayor that had been killed by the Barbarks long ago.

The location have a standard flat arena and a few routes, allowing the player to practice as Versapex or one of the Mercenaries.

There are no particular gimmicks in this location, and instead have optional instruction from "The Instructor" that will help the player to know how this game work, how to fight enemies and the advantages and disadvantages of Versapex's EX Energy.

  • Mission 1: Search and Destroy | Find the five teleporters that helped the Barbarks to get into the downtown area, and destroy each and everyone of them.
  • Mission 2: Evacuate | Evacuate the innocent people out of the town by destroying the blocking Cell Fishes.
  • Mission 3: Vs Angstrike | Defeat the perpetually insulting monster, Angstrike.
Lava Beach
002
An ever active volcano is under constant eruption, with lava being sprouted from there to the nearby beach that is too tall for the lava to surmount, with icy cold water from the north pole cooling it down. Not that it is safe to go thorough.

This location is mostly flat, but the smoke of the volcano will greatly limit the aerial assaults, so unless that the volcano had stopped sprouting lava, stick to the ground.

There are large conch shells that can be used for cover, and there are still lava under loose over the solidified rock of lava. The lava will mostly disappears once the volcano returns to inactivity.

  • Mission 1: Beach Cleaning | Find the Conchers and defeat them before they make the beach even more inhabitable.
  • Mission 2: Volcano Plumbering | Find the source of what cause the constant volcano eruption; a Lava Machine.
  • Mission 3: Vs Dr. Magmer | Defeat the lava golem scientist, Dr. Magmer.
Floating Stones
003
Huge, floating islands in front and above Lava Beach, where the people called Neolithans lives in there. Although generally peaceful, it is recently invaded by the Barbarks.

There are four islands, one very large and three much smaller ones. The large one is in the middle while each small island is on the west, north-east and south-east respectively. Below them is obviously a long trip to the ground, so falling will deal severe damage.

The structure of the islands are tumbling, balancing set of rocks that is called art as the Neolithans claims. Although they can be fall by attacks or strong wind, those can quickly goes back to their normal, balancing state, but the rocks are heavy and deals damage if anyone get hit by them.

  • Mission 1: Art Class | A gruff Neolithan will not let you to go to the other islands via the Teleporters unless you had made the correct structure that he indicated in his painting.
  • Mission 2: Four Islands, Three Devils, One Big Problem | Defeat three pairs of mysterious enemies scattered throughout the four islands, the Madnessins.
  • Mission 3: Spring Clean | Defeat 100 Barbarks that are invading the main islands, while a few Bartanks try to make artillery assaults from the three small islands.
Snow Mechanics
004
Frozen engines that had been abandoned long ago does to rampaging Barbarks prevent them from fully working, leaving them frozen in the ices.

This is a more building based location, with multiple factories that Versapex cannot enter in her giant size. The structure in each building tend to be complex, but not to the point of maze-like.

There are multiple treadmills that speed up or slow down depended on the unfrozen engines; the more unfrozen, the more active treadmills. Some treadmills does the opposite; the bigger amount of active engines will instead make them slower. There are also lightning spheres that spread electricity in ordered direction.

  • Mission 1: Unfreeze Service | Unfreeze at least ten different engines.
  • Mission 2: Cog Raid | Collect the six cogs stolen from the Thiefhands and bring them back to the Major Engine, which will reactivate all other engines.
  • Mission 3: Vs Frostall | Defeat the frosty shielded titan, Frostall, while protecting Major Engine.
Diamond Maze
005
This maze made of hard diamonds is made by a protective colossus who wanted to protect her children from intruders. Although the maze is simple to navigate, its the big mama that smashes both the player and the enemies the player should worry about.

This location is a simple maze, with some aspect of a colosseum, as in an arena full of foes. A few cracked diamond walls can be destroyed by Versapex or Umbre to make shortcuts.

Although there are easy-to-avoid obstacles such as slow firelines, spiked walls and falling platforms, its the diamond colossus the player should worry more, and cannot be attacked from anyone except explosions, Versapex or Umbre, or until they managed to reach where her upper body can be seen.

  • Mission 1: Navigation | Find several Teleporters and destroy them before they could spawn more Barbarks.
  • Mission 2: Children in Trouble | The Madnessins had held the four children of the colossal diamond mother! Save them before the mother get angry and stomp you out!
  • Mission 3: Vs Diamountain | Defeat the angered colossus Diamountain to make her calm down.
Toxic Bamboos
006
The people of the Toxic Bamboos, Pandoxics, are used to eat the titular toxic bamboos, but the arrival of Madnessins had caused disruption on the bamboo gardens.

There are multiple level of heights in this location, allowing those on the higher ground to get an advantage in shooting range. The entire location is circular, with a ring of sludge, and the center having the highest ground.

As it should be obvious, poisonous obstacles are more common than anywhere else. Only poison enemies are immune to those, but they are sparce compared to the more varied enemies. Just be careful to not full into the sludge river!

  • Mission 1: Aggressive Agriculture | Help the two Pandoxics to fend off the Madnessins while having the bamboos to grow back. As more bamboos get fully grown, there are less safe zone to cover from the poisonous gas released from the bamboos!
  • Mission 2: Arena Galore | Defeat 150 Madnessins in the circular arena. Later enemies are stronger than earlier ones, so be sure to become good at crowd control and crowd cleaning!
  • Mission 3: Vs Samurai Slug | Defeat the slow but long ranged Samurai Slug.
Flooded Cemetery
007
A cemetery where dead aquatic people rest, with a few Merspirits resides to make sure everything is in order. Unfortunately, the Barbarks embarks into the cemetery with intention to make something they dubbed "Mer-Zombies"...

Although a two-leveled location, the lower floor is flooded with water, needing good use of one of the two Water Mercenaries to progress with little worries.

Aside of abundance of water, there are also thorns that drink the water. Allowing them to drink them by moving the toxic crates, although the flood will raise back as the thorns get satisfied after five minutes.

  • Mission 1: Project Mer-Zombies | Prevent the Barbarks to animate the dead bodies of aquatic people. If several zombies happens to spawn, simply use any attack to put them down.
  • Mission 2: Picking A Bone with Them | Collect the bones stolen from the Barbarks and give them back to the Ghost Witch that will help you to reinforce the Bone Gates.
  • Mission 3: Vs Captain Bonebeard | Defeat the slaughtering blue-bearded Captain Bonebeard.
Red-Hot Highway
008
This highway was only accessible for those who are immune to heat, moreso lava, but those who can fly can fly over it with no problems.

Below the highway is full of lava, and only Celsius can hope into it. Be thankful that the G.P.A. agents had evacuated the highway, preventing passerby cars. That said, a few damaged routes will collapse, requiring staying away from.

The highway itself is straightforward and have multiple curved paths from forked paths, but enemies are much more common than usual, requiring extra firepower like Versapex's giant size to get thorough.

  • Mission 1: A Bombastic Prevention | Throw the bombs into the abyss lava (or destroy them if you think you have enough time) before they could destroy the highway!
  • Mission 2: Dead-End Route | Chase Dead-End throughout the red-gray colored route, while dispatching any Teleporters he installed.
  • Mission 3: Dead-End Battle | Defeat the rider of a big and deadly motorcycle, Dead-End. Unlike the other battles, he also install smaller bombs that will temporarily collapse a route.
Fated Darkness
009
A village destroyed by the Barbarks, with some sort of dark magic to permanently make cloudy night in the village's vicinity. The nearby tower is where the God of Darkness reside, thus the goal is not far away... right?

The village is completely emerged into darkness, which only Versapex, Dusk and Umbre can see thorough it. Attempting to enter it without illumination will receive a very bad surprise from Brutack, Deceyon's strongest Barbark minion who gives a mean beat-up which costs 25% of any victim's total HP.

The village is squarely, but the total darkness makes it instead an X-shaped level with no Illumination Lantern used. When all of the Illumination Lanterns are used, the dark magic is expelled, causing Brutack to react.

  • Mission 1: Key Search | Find the three keys hidden in the village. One of them is guarded by a Mammask.
  • Mission 2: EXtra Light | Use Versapex or Shimmer to turn on all of the Illumination Lanterns. While Shimmer is optional, he is useful if Versapex have to prioritize taking down those annoying Barbarks first.
  • Mission 3: Vs Brutack | Defeat Brutack, a large and bulky yet rapid cyclops. He can be defeated prior to Mission 3, but he will jump away shall you decided to attack him from a distance, thus wasting time.
Terror Tower
010
A tall tower full of vicious traps, elite Barbarks, and a hundred of skeletons. Living skeletons. The final battle is on-- wait, something is not right!

As expected, the tower have twenty floors to pass thorough. But once the player had gotten to the tenth floors, the God of Darkness Deceyon goes on a rampage and attempted to demolish his tower in a vain attempt to kill Versapex and allies!

There are multiple hazards and enemies that appeared in the previous locations. Clone version of bosses also appears, but they have lower health and are less powerful.

  • Mission 1: Reach The Top | Reach the top of the tower.
  • Mission 2: What the Clock!? | Madness begins. Get out of the tenth room before the tower collapse under 5 minutes, and then chase after Decayon.
  • Mission 3: Stop Decayon!! | Defeat Decayon... but something is not right with him. He's already a bit insane, but now he's completely woo-hoo to the point of extreme violence!
Furious Woods
011
Home of sentient trees that goes on killing visitors and each others, but especially each others. Despite their endless violence, the seeds from their death ensures that the Furious Woods will not go extinct just yet.

This location is constantly moving does to the trees being sentient and violent. However, there is still obvious patterns and also isolated large rocks to sit on.

The only real enemies are the titular Furious Woods; the only enemies are the aerial ones, and even so they could be swatted away by the angry trees.

  • Mission 1: No Hippies Allowed! | The Furious Woods want no peace. Defeat the five Maddened Furious Woods before they could spread the Emotional Madness and worsen the wars.
  • Mission 2: Rampage Alert! | Some of the Furious Woods decided to escape and try to attack somewhere else. Do not let the six Furious Woods to escape! Thankfully, they are slow, easily taken down by giant Versapex or fire Mercenaries, and only two will escape at a time.
  • Mission 3: Stop the War Once and for All! | Find the Peace Rain, which contain peaceful water that kills the Furious Woods, before they decided to go all out on the Mercenaries before going back to their usual feud.
Ludicrous Richness
012
Owned by a now deceased man who was once the richest man of the whole Stalequal... and he become so greedy that he put them all in a forbidden temple so that no one could retrieve them in legal way or not. Nowadays it is guarded by equally greedy Madnessins.

A squarely area with a large temple the player(s) can enter, with large, golden and silver poles used for flightless characters to climb on.

The mountains of treasures can cause a treasure-slide if stepped on the top or if an earth-shaking move is used near them. Anyone burrowed under them are immobilized for a while and get severely damaged.

  • Mission 1: Greed Never Truly Paid | Find and destroy twenty containers of Greed Emeralds crafted by the Madnessins.
  • Mission 2: Treasure Groves | There are a few groves surrounding the temple, with four staffs that can unlock the main entrance. Find them by defeating the Screeching Thieves.
  • Mission 3: Greedlock Gamble | Beat Greedlock's game of memory cards once you reach the center of the large temple. Be warned, as he's no honest player, and defeating him normally or by beating his game will make the mission completed.
Hazard Streets
013
A polluted section of an abandoned city. Clearly the mayor did a poor job handling the city. However, there are important items dropped by the Madnessins that would grant Versapex and the Mercenaries the access to the Foul Laboratory...

This location is only small part of the very large city, which you can explore with many treasures and items out there, but going beyond is optional. The streets themselves are heavily damaged, making it difficult to navigate without some reparation first.

Down below is the toxic liquid that will hurt anyone that have contact into it, and gives Poison status for ten seconds. There are also other hazards such as collapsing walls and dust devils.

  • Mission 1: Streets Repair or Streets Despair | Defeat all of the Madnessins in the first area, and then fix up the broken streets by using the long and wide planks in order to help the Hazard Control Agents to safely cross thorough them.
  • Mission 2: Underground Racing | Beat the Toxic Riders in a race so that they could see if you are worthy of their help.
  • Mission 3: Vs. Nosiffio | Defeat Nosiffio who controls the toxic mists, otherwise he will prevent the Hazard Control Agents to pass thorough the underground.
Foul Laboratory
014
A laboratory ran by a corrupt president of the sandy country, arrested for his war crimes. This are where the Madnessins and a few of the Barbarks are made. Turns out that the two factions used to work together before the former proved too violent and psychopathic, even for the now dead Deceyon.

This location is structured in four parts, which are the Test Room, the Creation Room, the Weapon Chamber and the locked Meeting Room, each with different hazards, enemies and

The player have to explore the three former rooms in order to find clues about their full origin and why are they made, but it would be no easy as tougher enemies, with some toughen up Barbarks attacking both the Madnessins and the player(s) out of revenge, are guarding the place. Unlike other locations, there is four missions to complete, but the first three can be done in any order.

  • Mission 1: Stressful Testings | Go thorough the more advanced versions of the virtual obstacle races, this time they can hurt and even knock out the player(s). Completing it gives you the first key ID.
  • Mission 2: Creation Calamity | Stop the Creation Copies from producing more Madnessins. Destroying them will deactivate the security system of the room and also deactivate the shield that is protecting the second key ID.
  • Mission 3: Weaponized for Wars | Defeat 10 completely powered-up Madnessin enemies non-stop, and succeeding will give the players access to the third key ID.
  • Mission 4: Meet Your Matcher | Take down the Matcher as she copies one of the three Mercenaries, and then Versapex herself. In this mission during single player session, only Versapex can be used.
Computerized Gallery
015
A gallery run by a computer who had gone rogue in the recent time, controlling the Guard Robots in order to kill all uninvited visitors (reads; everyone but himself).

This location is a real maze, as there are so many rooms that it is difficult to keep track. Thankfully, the player(s) can consult the map at anytime in the pause menu.

There would be too many traps and hazards for this table to list, so here are a brief list of the more common traps; animatronic dinosaurs, active weapons that shoot in a certain interval, rolling stones, holographic version of enemies that cannot hurt and cannot be hurt to add paranoia, etc.

  • Mission 1: Security Scumbags | Find a way to stop the infinitely respawning Guard Robots from harassing the player(s). Shutting down the Guard Robots's Plug-Machines that are keeping them active will do it.
  • Mission 2: Hostages and Carnage | Rescue three scientists held by the Madnessins before times runs out. The Madnessins may try to intervene by surprise, with the holographic copies not helping the situation.
  • Mission 3: Corrupted Mr. Datal | Rescue Mr. Datal from a virus that comes to life, who named himself Corror. Avoid damaging Mr. Datal too much as well as avoiding his attacks.
Antaron Colony
016
A small colony spaceship where the Antereons work together to survive. The invasion of a strong Madnessin had splinted the colony into two parts.

There are seven rooms, three from each side and one that is begrudgingly shared by both sides, and each room have different maze-like structure that the player(s) should keep track.

Although they can be knocked out, both the West Antarons and East Antarons will attack the player(s) shall they approach them, but will attack each others otherwise.

  • Mission 1: Four Evergems | Find the four Evergems that will help cancel the Madness effect on the Antarons, but Madnessins will try to prevent you from doing so by inserting traps.
  • Mission 2: War Hunger | Clean off the poisoned food supplies by using water attacks or using the Clean Water items, but be sure to take out the Influxic.
  • Mission 3: Corrupted Queen Leafiena | Defeat the mutated version of Queen Leafiana, who loses control of her emotions and will not stop doing violence on her own thousand offsprings until she get knocked out.
Destroyed Palaces
017
A ruined world that is victim of too many Maddened people, who went all-out violent does to their hatred toward each others getting intensified to deadly extent.

This ancient ruin have multiple fallen small and shattered islands that can be hopped into, one of them constantly moving in circular pattern despite being heavily damaged.

Unlike the other locations, there are no real hazards, only a mountainous amount of different Barbarks and Madnessins, thus not recommended to face them head-on unless if Versapex become giant, and even so they might end up overwhelming her if the player get too careless.

  • Mission 1: Extermination | Defeat 100 Barbarks and 200 Madnessins. This may be grueling, but the Light Dreadnoughts, Assault Cannons and Giant Versapex can make the job much quicker.
  • Mission 2: In Search of Truth Manuscript | Find the Truth Manuscript in the middle of the area, but it is protected by four pillars that forms a near impenetrable shield.
  • Mission 3: Cold Revenge | Defeat Icicle Brutack, who is seeking revenge on Versapex and the Madnessins. The Madnessins will attack Brutack on sight, but Brutack himself will focus on Versapex and the Mercenaries.
Skeleton Ship
018
One of the two hideouts of the Madnessins, being made of skeletons of fallen civilization. Thankfully it is not made of flesh or anything else related... because they will rot fast in the air.

The ship have three floors; the top one allows for a free fly but tend to get attacked by homing missiles if not taken care of the cannons, the second one is filled with elite Madnessins, and the third one is more filled with explosions that can only be activated with a specific button.

Spikes are more common, as well as barrels where some Madnessins stored themselves for an element of surprise. There are also isolated explosives that will destroy smashed walls.

  • Mission 1: Cannon Shutdown | Destroy the ten Missile Cannons that are guarded by elite Madnessins on the deck floor.
  • Mission 2: Explosive Research | Find five Skull Keys and then activate the bombs after defeating Skullock, one of the two High Commanders who animate skeletons as his bodyguards.
  • Mission 3: Blast! We Must Escape! | Escape from the ship in ten minutes before the explosives will fully activate!
G.P.A. Headquarter
019
One final Madnessin had managed to take over the G.P.A. HQ of Stalequal... but how is that even possible? Obviously there is one way to find out but that would be no easy task with the hacked security system!

The player have to get to the upper floor where Leak Quifive usually resides, but the player have to collect the last Skull Key guarded by reinforcing Madnessins.

All rooms after the entrance are locked by the Mad Gates, and each requires a Skull Key to unlock. Thankfully, the player starts with five Skull Keys to skip frustrating search of one key in one tough room.

  • Mission 1: Rescue the Prisoners | Rescue the ten hostages scattered around the headquarter, two of them being Commander Fulzar and the Professor Vilnee.
  • Mission 2: Get to the Top Floor | Find the way that allows the player(s) to get to the upper floor. Unfortunately, this is no easy task as the map buzzes out, making it difficult to read which room had the elevator.
  • Mission 3: No Mercy | Defeat all of the previous Madnessin bosses as only Versapex (with player-controlled allies when there are more than one player).
Mad Orb
020
The bigger floating headquarter of the Madnessins. Leak Quifive turns out to be the one responsible for the Madnessins' creation, but everything else is only an unfortunate coincidence. Even Decayon's ascending insanity, much to Leak Quifive's surprise.

Unlike the previous locations, this one is completely arena-like, something you would not expect for a final level. Five waves of different enemies comes after Versapex and her allies to make sure they will not stop Leak Quifive from spreading paranoia and madness.

Each wave shift the floor into a new arena, making it difficult to keep on track. Thankfully each wave does give a warning via flashing floor, so that the player(s) can have time to stay off the flashing parts.

  • Wave 1 | 20 tough enemies, simple floor.
  • Wave 2 | 30 more tough enemies, with a "+" formation that goes down a bit, those outside of the formation raises up. There are also spinning spiky bars that can hurt both the players and the enemies.
  • Wave 3 | 10 tough enemies and 40 common enemies, with the stage becoming a bit more chaotic in term of shape, as well as fiery, freezing and shocking traps being installed.
  • Wave 4 | 20 tough enemies and 80 common enemies, with the stage becoming much more varied in term of structure as well as rolling stones, dropping metal bars and explosive cannonballs being shot starting to appears.
  • Wave 5 | A marathon of all of the previous Barbark bosses, including two versions of Brutack. The floor returns to normal, but all of the obstacles that appeared had stayed. But where is that dastardly Leak Quifive...!?
Extremity Sky
Final
So... Leak Quifive turns out that he wanted to spread madness because one now-dead god had attempted the same into him by controlling the weathers in an attempt to wipe out the civilization but ultimately failed. He only wanted to restart the civilization by exterminating all of the people and self-destructing his minions so that he can start a new life... but Versapex will not let him do such a genocidal dirty work.
  • Phase 1: Frustration | Typical final boss battle, as the player (and other players) take on Leak Quifive, powered by the entire Mad Orb. But Leak Quifive started to see how much a threat Versapex could become and decided to mess with her...
  • Phase 2: Realization | Leak Quifive managed to cripples Versapex's sensitivity - at least for one minute - and attempted to convince her that both are not so different in term of power and their destructiveness they will cause. Versapex, while starting to know the extent of her destructiveness, is not easily convinced to give up since she replied that she still have better goal; destroy creatures that can and will threatens universes... like Leak himself.
  • Phase 3: Extermination | Now that Leak Quifive is distracted as he attempts to take down and break down Versapex, Dusk (or another Mercenary not used by any player) had successfully thrown a container of EX Energy to Leak Quifive, much to the latter horror as he is incapable of using them and even very vulnerable to it does to his power managing to surpass Versapex and having full of madness. This allows Versapex to use the Power Invertion, making Leak completely weak for a while, and finish him off with any of the attacks the player can use, be her being normal-sized or giant-sized.
Asteroid Route
021
Route of asteroids with the super gigantic floating island called the Vexdom Empire being not too far away. The Vexdom Empire had attempted to monopolize the asteroids of the galaxy to collect the resources, forcing Versapex and the Mercenaries to put a stop into it.

Because of the lack of gravity, the player(s) that does not make flight uses a custom-made jetpack in order to travel. The asteroids forms what vaguely an "X" formation.

Small, red asteroids can be break by anybody, but larger gray ones had to be broken by giant Versapex. There are also drillers fired from the Vexdom Empire, which can be destroyed but will deal severe damage if hit by them.

  • Mission 1: This is a Big Drill | Destroy a large red driller before it could reach a very big asteroid that could result a deadly explosion!
  • Mission 2: Hard Work, Harder Plan | Defeat the Worker Mallets that are trying to extract metals like golds and silver, although they can put up a big fight when the player(s) hastily fight them.
  • Mission 3: Dokurai Duel | Defeat the poisonous samurai, Dokurai. He let out toxic mist that will cause every players to get small but steady damage per second.
Sandstorm Sea
022
It was an entirely oceanic planet before the Vexdom Empire had absorbed around 55% of the water, leaving a big amount of sandstorm-prone lands. The Mercenaries landed there to help the injured Versapex to get into a shelter for her to rest. Completing all missions or waiting for three minutes in Mission 3 allows the player 1 to play Versapex as normally.

The land the players are on right now is relatively safe, but there are still sandstorm that will hinder the sight of both the players and the enemies.

There are also a few sand tornado that will transport the players and enemies alike away, with the exception of the largest enemies and the boss Diggtoro.

  • Mission 1: Storm before the Calm | The sandstorm is stronger than usual on this planet. Stay between the rocks in circular formation until the sandstorm calm down while dealing with waves of enemies during two and a half minutes.
  • Mission 2: Hectic Shelters | Find an empty cave for Versapex to rest. One of the Mercenaries should carry her until the empty cave is reached. Do not go into similar caves with exposure of dark fumes, as the Barbarks are resting over there.
  • Mission 3: Diggtoro | Defeat the sandworm-sea snake hybrid called Diggtoro. Versapex may fully recovers after three minutes for player 1 to use again, but Diggtoro can be defeated earlier if the players are quick enough.
Ludicrous Luxury
023
An utterly massive treasure section of the Vexdom Empire, guarded by the strong Golden Drones. Stealing from there is not only unnecessary but also hypocritical, but the players may instead use the big gold key to unlock a deeper section.

The location is squarely, limited by a forcefield that, while it can be broken by intense force, can be brought back quickly. The paving of the "ground" is very inconsistent does to being full of different treasures.

There are not much real hazards other than making "treasure-slides", but the players should worry more about the tough Golden Drones that will not stop harassing them.

  • Mission 1: Stupid Drones! | Take down 50 Drone enemies so that the smaller forcefield that guard the key deactivate.
  • Mission 2: Game of Footkey | Take the golden key back before the Drones install another forcefield that worth only deactivate after defeating 10 drones!
  • Mission 3: Drone Master Cellfunk | Defeat Cellfunk's big bad Platinum Drone that block the secret entrance. The Platinum Drone have its own forcefield that can only be taken out by throwing a Golden Drone into it.
Underground Fortress
024
A section of the underground, heavily fortified by cannons and solid walls. This maze-like structure might use all of the abilities the players had mastered so far, so be prepared.

As already stated, the location is a rather easy maze, and the map is circular with squarely corners on the north, south, east and west, where the towers are.

That said, all of the previous hazards from all previous locations are there, with the remnants of Barbarks and the revived Madnessins prepared to take on Versapex and the Mercs once and for all.

  • Mission 1: Maze Maniacs | Get find four keys scattered throughout the maze.
  • Mission 2: Tower Terrors | Take down the four towers that gives a near-impenetrable forcefield.
  • Mission 3: DuFO | Destroy the Duplication Flying Object that keep making duplication out of Barbarks and Madnessins!
Spiteful Richness
025
A post-end final fight with Valerie Vexdom Heartgold, who's proven to be more than a rich threat; she is able to take on anyone by aiming at their weak spot she can identify.

Valerie's boss fight consist of three phases, the first one being a warm-up and the second one is where she started to be even more threatening. The third one is even further threatening, messing up with the stage.

  • Phase 1: Dis and Spear | Valeire draws her Dis and Spear for the "first round".
  • Phase 2: Hip to Flirt Bees | Valerie tries to "hypnotize" Versapex with her charm. The player 1 should resist it by spinning the control stick, otherwise it will lose control for a minute and Versapex starts to attack her teammate.
  • Phase 3: Star of the Stage | Valerie start to control the arena with her remote control, leaving no safe place and causes players to move constantly to avoid dangers.

Items[]

Attacking[]

Healing[]

Distraction[]

Traps[]

Special[]

Enemies[]

Dud Dummies[]

Name + Info Attacks
Dud Dummy
000
Those programmed dud dummies were supposed to put up a fair match, but an invasion from an unknown force had caused them to go awry and attack anyone in sight. They are very weak and dies in one hit, but that doesn't mean that you should ignore them, period!
  • Punches with their weak fists.
  • Perform a quick dropkick.
  • Use a laser gun that shoot a weak but quick beam.

Barbarks[]

Name + Info Attacks
Rough Fists
001
While not the smartest henchmen of Decayon at first, they focus on team play later on, making them dangerous if they get too close to the player.
  • Punches forward, dealing moderate damage and have medium melee range.
  • Leap forward in an attempt to deliver a body slam into the player.
Two-Headers
002
Dumber and more unwise than Rough Fists does to hating each others to the point of detrimental to their goal, their headbutt then to be very painful.
  • Forward headbutt, dealing high damage and high knockback.
  • Biting each others' neck, which causes them to flail at wild direction. Inflict moderate damage but severe knockback.
Snotorn
003
Those big-nosed Barbarks sprout freezing snots from their nose, which is both gross and dangerous. Thankfully, they are not quick on their feet.
  • Fires an ice snot from their nose, dealing weak damage but freezes on contact.
  • Body slams the player, which lacked knockback but deals high damage.
Rotten Roots
004
An undead tree that attempt to leech the players' vitality by using their rotting roots, but are slow and hates fire, as this element can burn their leaves and make them deader than they already are.
  • Leech the player's vitality with their rotten roots, dealing small but continuous damage.
  • Sprouting explosive seeds that deals moderate damage and small knockback.
Gloryfish
005
Humanoid fishes that seek for deathly glory by going into killing spree. Their spear can hurt, but can break by strong attacks, making them ashamed and cowardly.
  • Leap upward, in an arc, and attempt to impale the player with their spear. Weak knockback but deals severe damage. Cannot be performed without spear.
  • Spinning their spear forward and causes water to sprout out, dealing weak damage but continuously strong knockback. Unable to be used if Gloryfish had their spear broken.
  • If their spear broke, they will try to run away in vein and attempt to only fight back by spitting out small droplets that deals weak damage and knockback, but will cause the inflicted floor to be slippery.

Madnessins[]

Unaffiliated[]

Bosses[]

Barbarks[]

Name + Info Attacks
Angstrike
B01
A perpetually insulting monster made of magma and rocks, this one-eyed freak is all about destruction and spread despair. Too bad that he's no match for Versapex... but that does not means that he cannot hurt her!

Hitting his eye, especially with Water-based and Light-based attacks, works best as not only it deals more damage to him, but it also cause him to be blind for a while, disabling him to aim well.

  • Stomp anyone who get near him, dealing heavy damage and burrow the victim.
  • Typical heat vision. While it deals small damage, the damage escalate quickly if not moved out of the way.
  • Spitting out lava, which can deal gradual burn damage to victims, but the lava can be turned into stepping rocks if hit by Water-based or cold attacks.
  • Rage Move: Despair Fallout | Angstrike leap upward, falls and inflict a forward landslide that, while easy to dodge, can deal massive damage and burrow anyone who get hit by this attack!
Dr. Magmer
B02
Dr. Magmer is a golem who controls magma, and created Angstrike despite not caring about the disastrous result. He all cares about science and always wanted to experiment, something that will eventually cost his luck.

Like Angstrike, Dr. Magmer is vulnerable to water-based attacks, but he takes light-based attacks as normal damage. He will also summon Magmutts for reinforcements.

  • Throw flasks of magma which expends for two seconds.
  • Throw a bomb made of rock which, once exploded, let out more magma.
  • Use a large hammer to flatten his opponent. This can cripple a floor and eventually make a hole, and anyone who falls into it will receive 1/8 HP damage.
  • Rage Move: Outrageous Experiment | Dr. Magmer loses his sanity and express his sudden fury, throwing a large flask of purple lava that not only melt the rocks, but also let out awful stench!

Madnessins[]

Unaffiliated[]

Gallery[]

Trivia[]

  • As the creator of the game, Samtendo, stated, although this game will have Versapex portrayed as a heroine, it is revealed that she would become more antagonistic does to her potential actions despite having no evil goals in her mind.
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