OK. Wow. I'm going to make a list of positives here.
1. I liked the music. It might have been a bit loud, but since I seem to say that about EVERYTHING I play, I'm starting to think it's just me.
2. The levels were fun. Really fun. And a good number were actually hard. I liked that.
3. There were no major bugs that I found. The animation and audio overlay was flawless.
4. Your gun shoots rainbows.
5. This point gets two numbers. Your gun shoots rainbows.
6. Rainbows that DO THINGS.
The bombs were able to be used... interestingly. By that, I mean that it hardly mattered what I blew up it seemed. For example, in the Packaging Room (right after you run underneath 2 doomed puppies) there's a little conveyor for decoration. I was able to blow a hole into that room and try to get the puppies that way - meeting with a solid wall on the other side. Oops.
Unless I missed it, there was no quicktravel feature. That may be a bit much to ask for, but I really dislike having to re-solve puzzles to go across the map to places I missed. I also don't like how the minimap doesn't quite show you the way back.
Not sure if intended, but the final boss' "attack" can be effortlessly dodged if you stand as close as you can.
That's all I can think of right now. I really enjoyed it - probably wouldn't have dumped 3 hours into it if I didn't.
The message sent was clear. I wish it was this easy for me though.
The animation isn't terribly complex but that's okay. The music is appropriate, though perhaps a bit loud in some parts. The level transition is where you lost that half-star. It sounds really cheesy and contrasts with the overall theme.
Not much else to say really. A good, thought-inspiring game.
Yes this game is Cut-The-Rope. Let's not dwell on that.
The animation decent, physics were good, the sound effects... well I didn't really hear any, because I turned it off really quickly. It's just not something I enjoy. It's kind of disappointing though that both the effects and the music are tied into one button.
There weren't a whole lot of levels, and really they only started being challenging after 7 (cannot for the life of me get a gold on 8 though). The hardest, in my opinion, was 18. Different chains do not really stand out - it's really easy to mistake it as one long one. Perhaps that's intentional.
The Send Score button is being abused. You can send the same score multiple times - even changing the name. I checked it out; my score (4454) actually would have placed 7th if there were no duplicates - 3rd, had it erased the owners previous score when updated. Instead, I'm on the third page, in 28th place.
TL:DR This game isn't designed to be the next great thing. It's simple a coffee-break indulgence that fulfills it's purpose. 3.5 Stars.
This game was entertaining, for an hour or so. Before I go on with this review, know that the following is only criticism, intended for you to improve future projects.
I liked the story of this game. It wasn't complex to any degree, and really in a game like this that would detract from it. On the other hand, it really was kind of hard to tell when the game would end. The conversations were pretty funny, though in some places were not fitting (the part where he rambles on during the timer was hilarious though), and the 8-bit graphics suited the game perfectly.
The game itself though, was easily completed using X. I never wanted to use C, because I would lose the health regeneration that is completely overpowered. This leads into my second point of the players sounds; I quickly got sick of the protagonists "HIYAAAA" every single time I hit X. Other than the bosses, every enemy didn't require thought. I bet you put a fair bit of effort into those sprites, but I'd be lying if I said I was looking at them rather than the huge gray circles around them. Finally, I think a tutorial would be excellent for this game. There were 3 pages of instructions, but after that you were thrust headfirst into swarm #1. I don't think it was stated anywhere that you could upgrade your abilities, and like others, I got stuck on the bridge.
By all means don't stop making games, keep up the good work ^_^
A nice addition to the rpg standard, I believe.
I liked how each floor randomized, with different enemies. The mini-games and boss fights were interesting, and the story engaging. Can't really say much more, I'm the type of person who notices faults (glass half-full and what-not).
I didn't like how the side-quests were based off levels and not on story progression. As I write this review, my characters sit at level 23 and have just defeat the Ultimate Dargon, yet I can't start the next chain in the thief side-quests.
The buffs and debuffs are far too overpowered, in my opinion. In the above example, Ultimate Dargon's nova, if left unchecked, would wipe my party in one hit. Rotating through Shell All and Shear, it now its for 60, easily taken care of by Regen All. Poisons tick for a % of health, meaning that the one rogue point in Phoebe's tree (she's healing) does far more damage than a full mage Kaeli, who happens to have 2 magic Legendaries.
There were a couple instances, mainly in the white rings, that the description did not match the actual stat gain. On a similar note, Dragoon (attack polearm) does not have an upgrade cost.
Finally, on rather large bosses (again, Ultamite Dargon is a good example) the shadow would cover Tristam's first buff/debuff, meaning I had to remember what it was to act accordingly.
Like I said, I'm nit-picky, but things like those really can make or break a game. Be thankful you can fix and re-upload a new copy, big-time companies usually don't have that luxury. And good work, it's only one of a few games I've dedicated more than a couple days to playing.
Awesome bugs! Thanks! The Dragoon bug is pretty bad and I found some that are missing prices too. Will fix in the next update.
From reading the reviews it seems like it's just me, but the keyboard options did not work. Missed out on half the game there. Although, i DID go through the stealth options, and had to say some of those options were pretty hilarious (LOL missingo, LOL creeper, LOL shoop-da-whoop).
I've heard of a few people having that problem but I honestly don't know why it's happening.
There is room for improvement.
Now right off the bat I'll admit to not having played the first game. As such, I am not going to critique the story.
One of the things that stood out (negatively I'm afraid) was the ability to endlessly fire your weapon. I literally played through the whole game holding down Z with the second weapon. I'd definitely add clips, or ammo to the next installment to prevent this in the future. I also didn't like the fact you had to move your character to aim, especially in the diagonal directions; it made shooting those pesky sky hunters in the beginning hard to kill.
That said, I did like the fact that the levels dramatically change; I certainly did not expect Carina to hop off her bike and pursue on foot. The enemies followed predictable patterns yet that didn't make them any less of a challenge to defeat / flee. And those icicles; well, I'll just say they caused more than a few deaths.
The art, as you are probably aware, could use a touch, but I can't criticize you on that, because mine is worse. ^_^
I'd give this game a 7, and keep pushing your ActionScript boundaries!!
really good, addicting game.
rapidfire mode was unforgiving, relentless, way too hard, and brilliant.
got to 148 in normal mode.
Excellent, yet again
I'd say this was just as good as the first one. I noticed that you fixed the stock market, but now the language filter is broken! Nonetheless, 10/10, 5/5
Difficult yet brilliant
I couldn't get past level 1 -.-
Nonetheless, the idea and execution of the game is brilliant! 9/10, 5/5
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