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Games developed by NET-VR Ltd.

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Ant Assault

Mophun 2003
Ant Assault, released in 2003 for the Mophun runtime, transposes the din of a backyard garden into a compact strategic-action arena. Players command a lone scout ant defending a subterranean nest from waves of invading pests and rival insects. The setting tightens to the scale of a single leaf and a scuffed pebble as the ant races across soil corridors, over moist edges of moss, and through cup-shaped flowers. Each stage challenges the colony with new threats while preserving the sense of a critical, small-scale war. Gameplay is a top-down, arena-style shooter. The ant is guided with the directional control while two action buttons fire a pheromone spray and activate a temporary shield. Waves of enemies—the garden’s pests—press in from all sides, with environmental hazards such as slick dew patches and loose soil adding risk. Each stage tasks the player with clearing all foes or surviving until a timer expires, after which a new zone opens. Nectar canisters scattered through the maps upgrade fire rate, extend duration, or sharpen the ant’s defenses. Level design unfolds across a handful of themed zones—Lawn Verge, Leafy Bed, and Subterranean Run—each with its own visual palette and enemy mix. The game uses short, repeatable challenges; recurring boss encounters appear after groups of levels. As difficulty rises, swarms coordinate more complex attacks, and terrain becomes treacherous with tighter corridors and narrower margins for error. A scoring system rewards precise dodging and quick eliminations, encouraging replay to maximize nectar acquisitions and improve standing on the device’s local leaderboard. The experience remains accessible, tailor-made for quick sessions during commutes or brief breaks. Visuals are sprite-based 2D with a tactile, hand-drawn feel. The color palette emphasizes greens, browns, and sunlit yellows to evoke a garden microcosm, with parallax leaf layers giving subtle depth to each screen. Ant units are clearly differentiated by size and silhouette, while insects and hazards read as crisp, punchy sprites. The audio complements the action with a compact, melodic chiptune score that swells during battles and minimal effects: wing flaps, scuttling feet, and the hiss of pheromone spray. The overall presentation emphasizes clarity and immediacy, delivering a portable, action-packed garden battle.
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