Wow.. I kept getting "overload" over and over randomly and I was losing my mind... until I finally realized it's because I was using joy2key with button 1 set to "Space" with a gamepad (which to me feels far better for this than clicking or pressing space on keyboard), only to realize the game itself had automatically recognized my gamepad and set the face buttons to work as a 'click'. Dang, I NEVER see flash games on kong that have automatic gamepad support. Awesome, even if it inadvertently caused me amazing amounts of frustration.
And in the end, the ideal hack n' slash strategy worked once again; pick Warrior, gather up all the enemies on the battlefield, move into the middle of all of them, spam the spinny AoE attack, and attach your dripfeed of potions.
I loved the first one and I at least love the graphical touch-up for this one, but... it feels like the same game all over again, except now I'm locked out from 1/3rd of the content due to some premium shenannigans? I might have considered biting, but considering the game doesn't feel like an improvement in ANY way over the first, the skill trees are still lame forcing you to get stuff like defensive and status-effect time upgrades before you need them and taking EONS to get to even just tier 2 of anything, the blacksmith upgrades are small and basic... I dunno. I want to like this game, but I'm simply unimpressed.
Super fun, charming, good design, great music... but there are flaws:
1) Level 5 is too low of a max level and makes all the xp-bonuses on shields worthless. Should've either given more levels with small stat increases or money gains on levelup. 2) Any weapon that's not got shotgun property isn't really worth bothering with. 3) Bullet effects are way too loud, especially with laser. 4) The nonsensical and self-aware storytelling is hilarious but I feel it went a *touch* too far with the "ha ha the writer honestly could not care less" schtick to the point at which it became detrimental. I'd say a game with a story like this but less pointing out how lazy it is and leaving the players to figure out that obviousness on its own would be far more enjoyable.
Well, that was... something. At first enticed by the visuals, basic concept and gradually-unfolding story, I reached a point of staleness pretty quickly in which I felt the upgrades were too few and far between, did too little for the most part (certain ones like the Fuel upgrade did a ridiculously huge deal of good and even by just level 3 you'll never run out of fuel, whereas even fully maxed-out the Weight capacity upgrade didn't feel like what it needed to be), some upgrades felt useless (like the vibration-lowering one) and some could have been combined (like drill power and speed which from what I could tell did essentially the same thing). Later on the crafting is utterly painful and should be a one-click deal if you have all the minerals for all the tiered parts of the craft Overall though I still enjoyed it enough, after all I just spent most my day completing it..
Best of these yet and I like the series quite a bit, but there's myriad of ways it could be improved... 1) Frenetic should give slightly more money than Normal, and Hard should give MUCH more.. 2) Equipment slots that work like weapon slots (1 for early ships but up to 3 for later).. 3) more upgrades like starting with an extra bomb or health drops being more common.. 4) CRUNCH the upgrade levels for weapon, like 5-10 at most... 5) LESS plane choices, it's ridiculoud.. 6) auto-equip new plane on buy, and saveable weapon loadouts... etc etc
Overall very well-made and one of the most pleasant puzzle games I've played in quite some time. However, the "gimmick" of the lines becoming more and more tangled near the end adds no element but obnoxiousness.
It's really fun for a bit and harkens back nicely to the old Newgrounds days of flash gaming, but there are a number of criticisms: Besides the level req gates just to advance in the adventure people have already criticized, there's the fact that the enemies never seem to get stronger or smarter at all (even in Arcade Mode which makes it incredibly boring/pointless); the fact that exp orbs never give more than 1 apiece which is a joke; and the fact that the rage powerups the game seems so obsessed with are worthless as it's best to just keep your rage as high as possible for the natural attack buff it applies.
it's almost stupid how simplistic this game is, yet it's similarly satisfying and fun to play. Really goes to show that simple graphics, simple gameplay, no music and not even so much as an option screen are kind of unnecessary if you have a good, charming little base game.
Also the game feels very lopsided; I was able to easily reach the ocean portion within like 20-30 minutes of game play but now I'm easily over 4 hours in and I've barely managed to get 1/3rd through that portion. Plus the lack of anything interesting to do at all once you've destroyed the chests makes for a very boring ride; I find myself kicking the critter then just going to other tabs or doing things away from the computer even while he just does is thing, I come back to collect my exp/gems and repeat.
Neat and has that good ol' Berzerk quality to it, but lots of things need to be improved.
The level-up bonuses are a joke. ALL of the ground-based 'trampolines' should have been combined into one skill; Increasing the ground crawler skill should cause some of them to start hopping or flying into the air with the bats since 99% of the time that's where you are; and there should have been other interesting skills like increasing the value of gems, a magnet ability or aerial 'trampolines' like the ground ones (OTHER THAN the stupid bats). As has been said, the bat swarms should NOT kill your vertical velocity and their own velocity should skyrocket as you level that skill. And the ground 'trampolines' should still exist in the water portion, maybe on little islands or something.
Kinda bites that even with endgame armor (including stuff from the very bottom level of the 'endless' cave), maxed-out Mysticism which allows for +20 protection and all 20 points of it put to use, I'm still 52/60 of the protection needed to earn that achievement. And it doesn't seem to count potions of protection even though it says you only need 60 "at any one time".
Feels like a beautiful, deep kinda game with gorgeous music akin to something by Nifflas but the mix of insanely short play time, insanely few things to learn or do and non-ending that doesn't even try to be fake-deep or anything, but rather simply doesn't exist, which is NOT 'deep' or 'meaningful' in and of itself... no matter how nice the pixel art or music is I cannot give this more than a 3.
Really not digging the woefully chance-based nature of this game. How well you play is completely irrelevant; you need a search party to play and you need a *beefy* search party to play well as that's where your weapons, items and the morale that affects the usefulness of your party comes from. But the completely luck-based nature of the search party doing their thing and the loss not only of one or more members of the party (very important loss in and of itself) but the massive hit to morale which affects your ability to get more people to replace them... it's just really trashy. It makes the whole game feel rather pointless.
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