My goodness that air upgrade was hard to get. I went to the target room a bunch of times, but each time looked at the walkway and thought "there's no way in". I searched the entire map at least twice before I looked up and realized the girl could drop in in the sunlight.
In the 3rd area (Frozen something) I fell through the stage on the first level with the very thin pillars (that have nothing on top of them) without dying, and couldn't move. Please include a suicide/restart button.
Jeez this game is hard. Playing a fighter it took 3 tries and a ton of Shadow Walking/Fear casting hit and run tactics to win just on normal mode. Was this game based on 1st edition D&D?
IMO, this game was entertaining after the first few newbie waves. I wish I could've sold 'nomicons though - the fireball was the best for the first 2 levels because of its high fire-rate, until I got to enemies that couldn't be 1-hit. The black balls were the best in level 3 for that reason. The lightning was great for AoE, but slow, and the Cthulhu was too inaccurate. I liked the sawblades alright, but the other spells were junk until the HP restoration one, which I won the game with. I didn't see the dudes at all. If they'd been a mission, I would've gotten them, but as it was I didn't need them. The tip about prioritizing dark arts and drain was great - drain is completely important (as the only way you'll ever see a spell).
Discovered a neat hack: activate saw blades directly before a boss battle, and during the (agonizingly slow) boss entry animation, if you're at the front of the screen, you'll deal damage to it. I took out 2/3 of Dream Devourer's health that way.
Short and sweet. I wonder about the plot - it's pretty bare (which is far and away better than walls of text or unskippable cutscenes, so good on you).
I like it a little bit. Cruiser missions make me sad, because cruisers are by far the hardest gummy to hit (well, the green money gummies might be close behind them).
Meh, not much fun. The final screen (with the black face on white background, and wierd bass) was the only somewhat-scary part of this. Doesn't deserve the horror tag.
Remove the "horror" tag - this game isn't scary. It's basically Metroid+Halo (and fun for the same reasons), but not scary. The dialogue and logs might've been, but I couldn't be bothered to stop playing and read them. Two annoying things were that (1) at level 1 it took 5 shots to kill a basic guy, and at level 11 it still took 3, and (2) the guys with red tentacles coming out their backs are almost impossible to kill without being hurt multiple times, unless there's a tactic I don't know.
I glitched the game to become unwinnable by running toward the yellow dude in the 3rd "I'm going insane" custcene and holding down spacebar to keep shooting. It rushed through the dialogue but didn't go all the way to the end - I ended back up on the previous stage with the dialogue still in front of me. I couldn't get rid of it by hitting spacebar or clicking "next", and I couldn't shoot. Dying, going to another screen, and even viewing a cutscene couldn't get rid of it.
Great continuation. There wasn't enough chase scenes for me to consider it as scary as the first game - for most of the game I kinda felt like "Yeah, I know nothing's coming after me for awhile, it doesn't really matter what I do." I liked the way the sounds made me think if I stood in one place for too long the creatures would find me.