I'm surprised that, after the success of IndestructoTank 1, that the author would swap out all of the graphics for stuff that looks like it was made in Paint over a weekend. In addition, the adventure mode has a very weak and cliche story, with "levels" that are too hard and bosses that are too easy. In short, the anniversary edition is infinitely better, and Indestruct2Tank's adventure mode is a failed experiment.
To not get the badge, one would have to be absurdly unlucky and mildly retarded. Unlike other "fling your object as far from this point as possible" games, the powerups that keep you going (the corn cobs) are spawned offscreen to the right within your view field -- by my third launch I figured it out and received over a million points on the fourth before finally giving up out of boredom. If one basically keeps the turkey level without click-spamming and collects one-half to two-thirds of the corncobs that spawn, they will easily get the badge (and subsequently a crazy high score if they want to put up with the powerup collecting "crunch" sound for that long).
As the comments suggest, suiciding does actually work to get the 100k required for the badge. I got the badge by playing on hard difficulty (10k for playing on hard), getting to level 15 (15x5000=75k difficulty bonus), and suicided as soon as I got the remaining 15k for the in-game score.
This suffers from a few key flaws. Foremost is that, while infinitely useful in Last Stand 2, survivors are useless -- if they don't die right after you find them, they die on the next searching run. By the fourth night, I was ignoring searching for them and put all of my daylight hours into repairing the barrier and finding weapons. On the subject of weapons, I found that combining the UMP and chainsaw was effective, and stuck with that until I swapped the UMP for the Uzi.
Being a veteran of shooters, I aim for headshots only (and amassed 650). It seems you have to figure out which ones to shoot first, considering several times I've watched bullets go through nearer zombies and strike further ones. It also seems like headshots do no more damage than body shots, though I didn't take the time to experiment with this theory.
Overall though, I like it. Some of the issues I described were addressed in Last Stand 2, but others (like the wacky hit detection) still require attention.
A nice game, but quite easy. My favorite mission was assassinating the "King Brother" in the second-story apartment playing cards, since you had no information going in and had to deduce which one to shoot during the mission. The final mission was also rather nice -- don't shoot the people, but distract them instead. On the flipside, there were also the mindless missions such as assassinating the Spanish politician behind the bulletproof glass.
It's good, but I say stick with the "deduce your target on the fly" concept as opposed to the "your scope is already pointed at your target when you begin" missions.
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