Almost perfectly done, but movement controls, in combination with the very active character animation, make the characters a bit floaty, which is irritating when you need to get your movement precisely correct.
Beautiful, like part 1, just a shame there's not as much to this episode as there was to the first. Two minor criticisms: the panning camera sometimes moves too slowly, and you only discover spikes are beneath you as you hit them; also, the letter panels are sometimes difficult to see, even when you're looking right at them, particularly when the camera is pulled back from the room.
Nice idea, fairly well done.
The collision detection feels a bit iffy, though, and there are too many negative power ups that you get no warning about and have a high likelihood of killing you completely (e.g. the spark that burns the trampoline, the gas tank).
Level 14 is pretty irritating with all its birds. As is losing control of the trampoline thingy when you move the pointer off the screen left or right, but having it go into pause mode when you move off the screen vertically: why is either necessary, why can't I just have control all the time?
I'm also not crazy about having to replay the whole game because level 20 was missing.
Left and right arrow keys nuke your current progress in the level!? What were you thinking?
Also, while the isometric 3D tiles are nice to look at, they're a PITA when a tile that's playable is hidden behind other tiles and you can't see it.
It would be helpful if there were some way to say a particular item is *not* the heaviest, just to clear some of them out of the way.
Other than that, a nice simple game.
All the pieces of a very good game are here, but it just doesn't quite come together. The framerate drops ludicrously for such a simple game, there are some very strange design decisions (e.g. fully upgraded soliders must die as there's no way to heal them, the game gets more difficult as you upgrade your units because they become too expensive to summon at the start of a level), and the difficulty curve for me went from trivially easy up to level 14 (every level completed with 3 stars first time) to crazy at level 15 (can't survive the first onslaught).
I may be able to get past this by resetting my upgrades and deploying them differently, but I don't feel like doing that to work around what appear to be flaws in the design.
Frustrating, because all the right pieces are there, they just need tweaking.
Not sure why people keep saying this is a Speedball 2 remake: it's clearly a remake of Speedball 1 :)
This is good fun, but not quite up there with the old classics; it's not the same if you can't hospitalize the opposition....
While this is a truly excellent game, and much more ambitious than the previous chapters, it's also not quite as flawless. I've found myself several times having to look things up in the walkthrough because I don't know what to do next. In all but one case, it's because I haven't used the right combination of characters in the right place to continue; but it's not always obvious which characters are needed where. In the other case, a step in the trade quest wasn't obvious to me.
Nonetheless, this is a wonderful game :)
Unresponsive controls, heavy-handed momentum, instant death on almost every level... much as I want to like this game for everything else it does, I can't.
As with all the other reincarnation games I've played on my phone, the control system just isn't tuned for a mobile device and is constantly frustrating.