@pyromanta I guess I'll just get rated down like you did, but I wanted to say I totally agree. Short, bland game + tacked-on wannabe-profound arty BS = total masterpiece? Guh. I guess it's not nice for us to take a dump all over the parade of people who think it's great, but jeez... let's all show some respect for the true art form video games have always been. Fun first, story optional. These games do need their own category... so I can avoid them.
It's great to see a sequel with new features, but I can think of a couple of reasons why the first is still way better:
1) Enemy units are now invincible when outside of cells? What's up with that? I guess it's an attempt to reduce the effectiveness of the "cloud of 1s everywhere, all the time" strategy, but it still seems weird to change something so basic about the original game.
2) Both games can get laggy as hell (especially when using the strategy mentioned above), but at least in the first game the level ended as soon as the last enemy unit was killed. In this one, you have to wait until most of your units have reached their destination. I just finished level 7, and had to wait 5 minutes between when I beat the level and when it actually ended.
The only real problem is that the game only rewards you for gold and trolleys arrived, so that encourages the player to just creep veeery slowly and cautiously along the landscape... which isn't much fun. It would be awesome if there was a time bonus as well, which would force the player to balance speed with not losing stuff, which I think would be way funner. Still fun as it is, though. 4/5
Great game, though it seems like it should be called "Playing the Field" or "Commitment-Phobic" or something. If it's supposed to be Love, shouldn't the goal be to figure out which square gives the most happiness, and then crash into it on purpose, not knowing whether it would give a huge bonus or a game over? I guess that wouldn't be as interesting to play, though. The important thing is, it's a fun game. 4/5
The cash total should be displayed onscreen during play so that you can see at a glance when you have enough to buy something, rather than having to just pause and check every so often. Also, it would be nice if the pause key was spacebar or something instead of P. It's hard to dodge stuff while looking down at the keyboard to find it. Still fun though. 3/5
What I like about this compared to other "distance games" is that it doesn't just keep getting easier as you go. The more powerful your rocket gets, the more important your piloting prowess becomes, and it takes some skill to reach the top even when you're fully maxed. Nice job. 4/5
Ever been so hungry that your truck stalled? I think this game needs to be "repeared", lol. Seriously though, it's pretty fun, so it doesn't really need to make sense, right? 3/5
I think I've played one or two of these "stuck in a Tetris game" games before, but this is easily the best. Being able to break blocks helps a lot. There are times when you think you're screwed, but you can still pull off a miraculous recovery if you don't give up. I really like that. Also, the self-adjusting speed based on how well you're doing is also a nice touch. 5/5. Kong high scores, please!
I think it's natural for people to comment on the physics the first time they play it, because it really sticks out at first. I think you guys who worked on the game are so used to its unique quirks that you don't realize how it seems to a new player. But that's not a bad thing! Players can easily get used to it too! After playing awhile, you become accustomed to how everything works. It may not always make sense compared to real pinball, but it hardly ruins the game. Things like the kickers shooting straight up, certain spots quickly revving a slow upward-moving ball through a loop, etc, are actually more helpful than harmful. They work in a predictable way and don't lead to cheap deaths, so what's the problem? I would hate to see you "fix" an already great game after so many people have already put up high scores under the original conditions. Keep the faith! 5/5
Niiice. I've always been a big fan of pinball, including video pinball. I'm the only person I know who thought Sonic Spinball was an awesome game, lol. It's about time Kong got a great pinball game. I'd say the physics are a little iffy, but the same can be said about lots of classic video pinball games, like David's Midnight Magic. With practice, you can still learn to aim the ball, and have an idea of where the ball is going to go when it's bouncing around, and that's all that really matters. The levels are well designed, and so is the bounty/scoring system. 4/5. (I'll probably change it to 5/5 after realizing I've spent the next 4 hours trying to improve my high scores, but hey, can't just give out 5s willy-nilly, right?)
Not bad. My only suggestion is this: In this type of game, it's nice when the progression through the levels isn't completely linear. Like, if you unlock a small group of levels at a time rather than just one, and don't have to complete all of them to unlock more. That way, if a player gets stuck on a level, they can set it aside temporarily and try their hand at a different one, rather than quitting and trying their hand at a different game. 3/5.
I haven't felt this way about a puzzle game since The Codex of Alchemical Engineering. This game is just as much fun, allows for the same variety and creativity in solutions, and yet works on a completely different play mechanic that I've never seen before. I've still got 3 levels left to unlock (and 6 more that I haven't beaten yet), and it already feels like my brain is being stretched to the limit... but that just makes it all the more satisfying when I finally discover the trick I need to complete a solution. There aren't many games that can keep you glued to your computer for minutes on end without even doing anything or watching anything happen... just staring at the level and thinking. Super solid 5/5.