I had hoped that by sparing a few monsters (3 in a dead end that weren't protecting anything) that maybe I'd unlock some sort of secret. How silly of me to think that.
You haven't fixed any of the major problems from the original game. The combinations are still far and few in between, and obvious combos are completely overlooked. Not to mention, it's absurd that the devil is creating things that were already created by Doodle God in the first game. In fact, this game is literally a reskin of the original, with new graphics and some hastily thought up things to create. I hoped you would make a little more effort on the sequel.
There really needs to be some mercy invincibility in this game. I'm tired of crashing into an object, colliding with it 5 times in a second and dying instantly.
I like how the camera zooms out so you can see more of your surroundings, but you're not doing it right. It should zoom out the faster the rocket goes, not based on how high the rocket is. The idea is that, with greater speed, you need to be able to see more of your surroundings. Plus, a natural result of linking the camera zoom to speed is that using the boosters makes you feel like you're accelerating.
Is it just me, or do all the other shop items become locked forever when you buy one? Because for some reason, I can't buy anything, even though I have enough coins.
The controls are very unresponsive the moment you start trying to control both at once. There will be many, many times when I have them in the exact same place, ready to make the exact same jump, and when I do, one of them, almost always WaterGirl, will jump straight up and/or not respond. This pretty much makes getting ranks above B impossible.
Actually, postbill brings up a good issue. Can you make it so that the "free memory" script doesn't get used if it accidentally gets clicked where there are no free cores?
It is pretty lame that you're forced to take the drug path the first time, only to fail because the game said you played it the wrong way. Talk about railroading your games to make a lame anti-drug PSA. Seriously, if you had any game design smarts at all, you'd know that's a terrible way to make a game. What you SHOULD have done is make the drug-path the only obvious choice, with well-hidden side roads to help you get the drug-free ending, and platforming segments with less obvious solutions that can be used without the drugs. That way, the player is almost guaranteed to take the easy path the first time, and then given a challenge for future playthroughs.