A tennis ball machine: rapid fire ranged weapon capable with extremely high DPS, and also allows characters to move around while firing away.
A tennis racket, a paper towel roll, and a hockey stick: melee weapons that strike quickly, and have the added benefit of allowing characters to move while attacking.
They are found randomly, either through containers in the map or as a random drop from enemies. In addition, there are some items that boost the offensive capabilities of the characters. The bubble has the added benefit of hitting the flying steaks while in midair. The bubble explodes wherever it lands, causing splash damage. His charge attack is a large bubble that travels in an arc dependent upon how long he charges. "Splash Down" causes it to rain explosive bubbles around him. "Bubble Shield" gives him a protective shield that stops a level-dependent amount of hits. To make up for this, however, Darwin's attacks have a longer range, and he may move while shooting. His basic attacks are slightly weaker than Gumball and Anais', and may only hit one enemy at a time. Her charge attack is a twister spin, dealing multiple hits to enemies surrounding her.ĭarwin is an offensive ranged unit. "Revive" resurrects teammates within a certain radius, also for a level-dependent amount of HP. "First Aid" allows her to heal the entire team for an amount dependent on level. Her two abilities focus on healing the team. Unlike Gumball, who focuses on doing slow, high damage hits, Anais' attacks are quick and low damaging. His charge attack is a headbutt, doing more damage than his usual punches.Īnais is a support, though she is capable of doing damage equal to Gumball, minus the offensive abilities. "Tantrum" boosts Gumball's speed and damage by a significant amount for a short time. "Hyper Dash" makes him go on a sugar rush, causing him to rampage across the map, dealing major damage to anything in his way. Gumball is pure melee offense: his basic attacks are punches and kicks, and both his unique abilities involve doing direct, physical damage. Gumball, Darwin, and Anais each have two unique abilities, and different basic/charge attacks. The counter resets if one of the player characters gets hit, or if the gap between killing enemies becomes too long. Defeating multiple enemies in a row builds up a "combo counter." The higher the combo counter, the higher the character's movement speed and points earned for defeating enemies will be. Points are earned from defeating enemies. If all three characters become incapacitated, the game ends. When this meter is empty, the character becomes incapacitated, and the character to the right in the wheel gets switched in automatically. The player controls one of the three children at a time, and may switch between them by rotating the wheel in the top right corner. The object of the game is to defeat all of the enemies in the selected level. Gumball, Darwin, and Anais are available as playable characters. The game is in the style of a sidescrolling "beat 'em up" with RPG elements. The Watterson family, relieved that Elmore is saved, takes a photo in front of the smoldering ruins of their house. It is eventually overcome by the three children, and explodes in a trembling rush of light and energy. The fridge, cornered, fights more ferociously than ever, using every ability at its disposal in an attempt to eliminate the kids. The kids fight through horde after horde of mutant food, until they finally confront the fridge again. They confront and defeat the fridge for a second time, only for it to once again flee, this time into Elmore Junior High. The kids pursue the fridge through the streets, fighting more monsters along the way. They clear out the house and defeat the mutant fridge, only for it to flee before being completely destroyed. Immediately after opening up the fridge and discovering the glowing jar of jelly, the kids are attacked by mutant foods. Gumball, Darwin, and Anais set out to save the city. It is revealed that the jelly mutated everything in the fridge, and the mutant food is now rampaging throughout Elmore. They find the seventeen-year-old jar of jelly that Richard put in, now floating and glowing. As he naps, the kids burst in through the door, and giddily skip to the fridge for a snack. Ignoring the obvious signs of old age and expiration, he opens the jar and eats some, then puts it in the fridge and lazes about on the couch. Outside, he finds a mysterious package, and upon opening it, discovers a seventeen-year-old jar of Auntie Grandma's Jelly O' The Month. Richard is peacefully napping when the doorbell rings.