From someone who's good at and generally enjoys this type of game; this isn't a good example of the genre. I get the whole 'He's meat, the controls are slidey' thing, but it doesn't make for fun gameplay. In a game like this, you need tightness and precision with the controls - the difficulty needs to come from good level design, not the fact that it's frustratingly difficult to make a two tile jump.
The thing I really don't get is despite all the negative comments, it still has an average rating of 3.44. I mean, really? This is better than the average game on the site?
Tips for Atropos: Use 4 plasma, with split mods for extra damage, and 1 each of acid and affliction. Two defensive lasers, compact bomb mod, and the green (focus) hull. Fully upgrade everything, obviously. Damaging him becomes surviving a wave of his attacks (unless it's one you can attack him during, such as his slow spinning one in the first phase) then rushing back to the middle and knocking off as much as you can. Learn the safe spots and patterns for various attacks, e.g the red whip can't touch you at the bottom left corner. Save your bombs for the last phase (his glowing mini head) - get him down to about 1/4 or so of the big bar, should take three waves or so, pray he doesn't use his bullet cage attack, then so long as he's not using an attack where he whizzes across the screen, just sit in front of him and spam bombs to keep yourself alive till he dies. Keep this comment alive if it's helpful.
I'm conflicted about this one. The crafting system was definitely exciting at first. And there were some nice ideas, like having to control your drilling to get certain resources (the vibration-sensitive ones). But it didn't take very long before it began feeling like a grind. There wasn't really any challenge, just a slog to get more and more iron to finish the game - speaking of iron being so necessary, it'd be nice if gold and titanium were a bit more desirable. I spent half the game wondering what awesome upgrades they'd unlock, then in each case ten minutes after I found them I never had to seek them out again, I always had more than I needed.
Not a bad game, but the Jackal achievement is kind of bugged - didn't get it after completing the game then replaying level 10 (on hard), had to restart the whole thing and destroy the cormorant on level 8.
Why are so many gameinabottle games like this, a good base concept ruined by a ridiculous game length. It's a flash game, I don't want twenty hours of extremely repetitive gameplay out of it.
Not as good as SCGMD2. The songs are easier, but longer, meaning that when you do make a mistake, it's twice as annoying/boring to sit through two minutes of easy stuff to have another go at the challenging bit.
Pretty average. Ranged combat (whether through slings/guns or throwing your weapons) seems largely pointless outside of a couple of bosses. If you're going for the hard badge, I'd recommend holding onto the red sword (think you get it somewhere near the start of act 2 from a random fat guy at the level's beginning), as it attacks quickly and powerfully.
Pretty poor - as opposed to requiring skill at the game to progress, it just requires you to grind (admittedly, a very short grind) to just upgrade your car. The fact that the game practically takes the corners for you takes all the challenge out of it, bar two or three tricky turns on Stage 3. Graphics are very nice though.
Most of the difficulty comes from the loot (and your own shots) obscuring your view of the enemy's bullets. Which is one way to go, I guess, but it's not to my taste. Also the continually rising starting money is a nice reward mechanic, but a bit more depth to that aspect would be nice (such as that seen in Elona Shooter).