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Child Of Ault is a tower-defense-shooting VR game, which will make you feel more real in game. In this game, your character is a boy who uses his magic catapult and tools to against wicked witches and defense your homeland. Toy system: If you want to succeed in battle, simply being the "best shot" is not enough, you also need a good strategy to manage your military forces. Thankfully, you're alone. Use your set of magic toys to defend against monsters’ attacks. Each toy has its specific skill, opening up multiple strategies to take on the monster attackers. Place your arsenal along the path, between the monsters and your base and watch, as they fight with you to eliminate your enemies. Weapon System: Your catapult packs quite a punch, and can fire normal ammo or use up to three additional special skills, which burn , freeze, or electrocute the monster hordes. Take out as many monsters as you can to gain access to these special damage types. Choose from multiple vantage points: Move freely between towers, in order to get a better shot at the monsters and increase your chances of victory. Playing instructions: Hold your catapult with your left hand and fire your magic skills by pulling the spring backwards with your right hand. Additionally, headshots count. Aim for the heads to gain maximum damage. Use your wand to manage your skill distribution. Go forth and protect your lands.
Greetings! I’m Luoya, the game producer of Child Of Ault. We here at Nezha games are very happy to ship our game today! About half a year ago, we discovered a passion for shooter and tower defence games after our team got the chance to play with a real life longbow. We enjoyed the longbow so much that we wanted to make a game that embodied the spirit of using actually using one. Thankfully, this newfound passion coincided with the release of VR into the wilds of the gaming scene. So, we figured, what better way to capture the joy of shooting stuff with sharp objects than with a full VR experience? And so "Child of Ault" was born. In COA, players can arrange their own defensive formations a-la tower defense, while using their longbow to take out monsters a-la shooter. We're really trying to give players a sense of chaotic FPS action, mixed with the strategy of tower defense. But… we're not done, yet. There's still plenty to come. Currently, we have a strong framework for the ga