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Characters gain experience points by defeating foes which allow the character to level up. Each level gained allows the player to allocate points towards the character's four basic combat attributes. Certain level advances also grant new combination attacks. Progress is tracked for each of the playable characters separately. The character's magic level is also tracked by a meter and regenerates over time. Numerous weapons can be found in the game, each that have various effects to the character's attributes when equipped. The player can find animal companions for their character that may assist in battle, improve the character's attributes, or provide another special ability such as increased treasure earned from defeated foes. Each version of the game features two minigames. In Arena, the first minigame, player characters attempt to survive through several waves of enemies. This minigame is available on both console versions. The Xbox 360 version features All You Can Quaff, a button-mashing contest between all characters to attempt to eat as much food as possible. The PlayStation 3 version features a Volleyball minigame for up to four players and four AI characters. www.iwantcheats.net offer a wide range of hacks for Dayz Standalone .
Development and marketing
Castle Crashers was first revealed on July 14, 2005 at the San Diego Comic-Con International; however, the game did not receive its title until 2006 Comic-Con, when it was announced forXbox Live Arcade. Though the original Comic-Con 2005 demo was shown running on a Nintendo GameCube, no mention has been made of a release on a Nintendo-based platform. It was released for the Xbox 360 on August 27, 2008. On July 23, 2009 The Behemoth announced that Castle Crashers would be coming to the PlayStation Network. The game was released on the PlayStation 3 in North America on August 31, 2010, and in Europe on November 3, 2010.
The game's art style was developed by The Behemoth's Lead Artist Dan Paladin. As the team created new locales and characters, placeholder art was used as a template for look, size and scale of the final art. Paladin drew multiple partial renditions of a game asset, then selected one for finalization. Although Paladin was the primary source for much of the art, programmer Tom Fulp assisted with the game's art, creating some of the minion creatures for boss characters. Paladin cited River City Ransom as his primary inspiration for the game's art style, noting the character's expressions when damaged as a particular point of influence. Fulp added that several beat 'em ups from the 1980s influenced the game, such as Guardian Heroes, Final Fight and Double Dragon. Much of the music for the game was created by Newgrounds users, with The Behemoth contracting over twenty individuals for their tracks. Paladin himself scored the title screen and ending credits tracks. The soundtrack was made available for free on September 1, 2008 via the Newgrounds website