This game is good, and the replay value for trying to unlock every character (for us completionists) is good, but I don't see myself returning after I've completed that. Perhaps a more in depth adventure would be a good step for a sequal. I world with re-playable levels when you have to return with characters you've unlocked to use their powers to further unlock more characters (Think along the lines of a game like Metroid: find a powerup that helps find another power up). Maybe towns to augment/add to the skills of unlocked characters in shops. There just isn't too much to this game EXCEPT FOR the huge amount of PC's. 3/5 but the potential for so much more.
Didn't even stick around to get the Card. Sound and graphics are sub-par (Pretty sprites don't mean good graphics). If you're going to claim this game doesn't need a plot, the gameplay better be worth it, and it's not. 2/5
Awesome concept, but the novelty wears off and the gameplay gets redundant and boring. Variation in the enemies, adding bosses, lengthening the levels, and using a difficulty curve other than "more (of the same) enemies" would make this game great.
Oh and how about utility bubbles? Say a recon bubble that gives access to a map, or a radar bubble? And after thinking about it, Bubble points and gun points should be tied to the class, to give more incentive to use the higher class tanks. Unlocking classes as you go would be a better way to go about it. A small, speedy, light hitter? Or a massive, defensive, hard-hitting behemoth? In this game, as it stands (and it's been stated before), using bubble points just makes your tank a bigger target which is counter-productive and counter-intuitive.
Needs the ability to highlight and copy ID numbers when submitting tanks to the online server. Also, variation on the body bubbles would be cool. How about green bubbles that half a small life bar of their own, acting as temporary shields? Some defensive options would be nice, such as flak for the seekers (bound to a seperate key?). Or satalite bubbles that collect health for you. Big improvement on the first Bubble Tank though. Loving how getting hit doesn't downgrade your tank anymore, and the customization and arena bulding is an excellent addition. 4/5
Short, semi-challenging. Would love to see the sequel expanded further, in all aspects: content, length, and character and world development. Fun game!
**SPOILERS**A few elements I was surprised not to see were cold/ice, sun/light, fruit, flowers, or amphibians. Electricity didn't amount to as much as I initially thought it would either. Chariot would have made more sense if made by combining domesticated beast with cart instead of beast with cart.**END SPOILERS** Overall an entertaining game; I was very absorbed trying to find all the combinations. I'm ashamed to admit that I had to resort to the hint button for the last little bit. Some of the combinations were fun, with resurrections (anyone reading this should find it) and the like. Made even repeat elements not so bad.
There's gotta be a freeplay option. I didn't to play through the story, and lost interest after I got to level 7. The only part where I enjoyed the story was the throw-back to lambchops. And that's just one line. Just a long tutorial to what I had initially hoped would be a great game.
Could have been so much better. When I first started playing I pictured something like Guitar Maniac, but was soon confronted with the infamous circle. Also, I found that the creation interface for music is cluttered: I get lost looking for the riffs and notes I want. Plus certain tunes aren't available in the notes I'd like to play them in. Still fun to create music, but needs some fine tuning. Also, maybe a bigger music staff would be advisable.
Loved how you could save songs as txt though. :D