Kowi Ishto: Battle of Akonoli is a 16-bit inspired, Action Packed, Arcade Style, Space Shooter.
## About This Game
## Notice of Major Update and Re-Brand
## Photosensitive Seizure Disclaimer
This game features flashing lights. If you’ve had photosensitive seizures, due
to flashing lights or playing video games, play at your own discretion.
The game features a Flashing Lights Reduction Mode. When in game, press pause,
then turn “Flashing Lights Reduction Mode” on or off. This turns off the
Players, Enemies and Bosses from blinking white when hit. But there is still
some blinking objects in the game even when the Flashing Lights Reduction Mode
is turned on.
## Parents and anyone who wants to know about the content in this game
Kowi Ishto: Battle of Akonoli has Fantasy Style Violence & Comical Humor.
The Galaxy of Akonoli has been invaded by a mysterious force and it’s up to
you to put a stop to whoever is responsible and bring peace back to the
galaxy!
Play through the main story mode and find out what the mysterious threat is.
* 1-4 Player Co-op
* 4 Multiplayer VS Battle Modes
* Simple Retro Arcade style controls
* Over 64 Levels and 8 Worlds
VS Modes include: VS Enemy Battle Mode, VS High Score Battle Mode, Endurance
Mode & Boss Rush Mode.
Both Keyboard and Controller are supported to play the game. But only Player 1
can use the keyboard. Remaining Players use a controller.
Multiplayer Mode requires at least 1 controller.
For more info on controller, click here to read the Controls Guide
## Keyboard
D Key – Fire Bullet/Hold for Auto Fire/Advance Dialog
S Key – Fire Bomb
A Key – Advance Dialog
Arrow Keys – Move/Menu Choice
Enter – Pause
Q + E – Center Ship on Screen (Only if out of screen)
## Controller
A Button – Fire Bullet/Hold for Auto Fire/Advance Dialog
B Button – Fire Bomb
Left Joystick – Move/Menu Choice
D-Pad – Move/Menu Choice
Menu Button aka Start or Pause as us 90’s kids call it – Pause
Left Shoulder + Right Shoulder Buttons – Center Ship on Screen (Only if out of
screen)
## Important Notes on Controllers
When you connect a controller, it is now detected automatically whether you
are using an XInput Controller or a Direct Input controller. However, there
are still some drawbacks if using a Direct Input controller.
Which would be:
Mapping might be unreliable.
Some Direct Input controllers cut in and out creating a “stuttering effect”
with the player movement.
Direct Input controllers do not rumble when used without external software
(Use external software at your own risk.).
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