Thanks for giving us a forum to discuss the castles. We’re excited to see what the Kong community comes up with! Your Game Share has always been a great feature of the site and we’re glad to have it implemented in the game.
Thanks for the feedback Delta9678! Multiplayer balance is hard, but I think if all 4 players in the game are of equal skill, then it can be quite an exciting match!
About the game modes in multiplayer- that was actually added in after user feedback (like you are giving me now) so it wasn’t part of a plan from the beginning, more of something that just developed :D
Great idea about the population cap! I will need to keep that in mind.
This is Krin from ArmorGames, I’ve just put up a multiplayer strategy game on Kongregate called “Colony.” It’s been on AG for a while already, so you may have played it if you visit there, otherwise, check it out and tell me what you think! The main feature about it is real-time multiplayer, which is based around 2v2 so that you have both co-operative play and competitive play in a match.
This is my first multiplayer game, so if you have good suggestions or ideas about multiplayer development, let me know! I’m developing a new RPG now which I hope to integrate multiplayer functionality into as well, and I’m at a point where feedback is very important to me :)
Anyone interested to BETA test for balance and bugs before launch please send an email to me at Krin@ArmorGames.com with the topic “BETA.” You don’t have to write anything else, I’ll just mail you all the info you need.
This is Krin, and I’m here to announce a new real-time Strategy game that we’re about to release :) It’s called Colony, and it’s going to be online multiplayer.
It’s mainly a product of being inspired by Starcraft, and me wanting to practice and learn AS3. But I also wanted to learn how to make a multiplayer game, so I’ve asked all the MP Flash developers I’ve heard of, and Jiggmin answered my prayers! Now the game is running smoothly on his BlossomServer system, which also happens to be very fast, and free for developers to use!
Krin here. Nostalgia is a combination of all four bonus bosses from Sonny 1. He changes phase roughly every 25% of his HP:
Phase 1 (Ignition): You need to dispel a lot so you don’t die.
Phase 2 (Omen): Wait for him to buff himself, then stun him and have your teammates attack.
Phase 3 (Sinjid): Drain his mana so you don’t die.
Phase 4 (Herregods): Get a subversion on him at around 10,000 HP (I think) or just suppress his healing and kill him.
I would like to put it on here as soon as possible, but it’s more important that all the updates and new content are in place. This is a very busy term for me in school, especially these next few weeks, so just bear with me. I’m doing my best to get it here :)
I’m talking about mainly the bossfight where you had to use the one skill to beat him and that was the only way to beat him.
We eliminated this problem in Sonny 2. All the way up to and including the last boss, there are MANY ways to deal with each enemy. But now I have people complaining that they want those bosses back, where there was only one way to beat them. I can really see it is impossible to please everyone… So in the bonus Zone of Sonny 2 I’m planning to implement some of both. Bosses with much narrower strategies are more fun to ‘crack.’
Boring zone battles. Ok, you cut down on them – a lot – from the first game, but it’s is still a little much on zone 4.
This is something we’re still looking to improve. I think it especially drags out in late Zone 5. But I don’t think this is true for any of the other Zones. In Zone 4, I think every single enemy you face appears ONCE in the whole game. They have their own palette of abilities too. And they weren’t even bosses.
Next problem: Horrible, horrible imbalance between stat points. Why would I ever need, for example, instinct as a bio?
Well, you don’t, but the two other classes need Instinct. Veradux needs Instinct. I could have made Poison Bio use Instinct too, but isn’t it much easier that you can switch from Poison to Physical without having to change your entire gear? Perhaps I should just eliminate Strength and Instinct altogether and just have ‘Power.’
Next up: Interclass imbalance! Bio is by far the best class, as far as I’ve seen.
Cannot agree here. Hot-Hydro and Lightning-Psycho do the same, or more damage than Poison-Bio. Also, try put them into a PvP context. Both Hydro and Psycho have moves that can completely lock down your healing ability, and silence you from even using your Poisons for a couple of turns. I think it’s not clear as to who is the best class in either PvP or PvE.
So essentially what I’ve taken from this is that fights in general should be improved, made more fun. It’s also valid that you don’t like the voice acting. Sure, it’s not like we got Jeremy Irons or Angelina Jolie, but I don’t think were as awful as people make them out to be. It IS meant to be really cheesy and silly most of the time :)
I’ve been wondering that as well. I’m trying to find where we went wrong. People say it’s a grind, and that it is glitchy. I think we’ve eliminated the major game-breaking glitches already. There is one more glitch that changes the damage you do, but complaints on that are minimal, and I’ve yet to run into it myself. We’re still tracking it down though, and it’s nothing a quick reset cannot fix.
Draco is right. The game maker ramped up the levels pretty fast on purpose because he was too lazy to make the game longer the true way.
This is not true. I’ve tested the game on Heroic difficulty with all three classes to make sure that it is beatable the whole way through without using a single training battle, and it is. This is because it is about using the right strategy. On Heroic you cannot spam your strongest attack. In fact, the most powerful spells are the ones that don’t even damage at all.
The Twisted experiment cannot kill you in one hit. As Bio, he should be especially easy. If you Disrupt/Break/Immobilize his Shadow Blend, then his Withdrawal spell will hardly scratch you. You also have Adrenaline to dispel all the poisons he puts on you. You could almost beat him without wearing any gear.
The abilities, although numerous, are composed of a lot of garbage or similar abilities.
I see your other points, but I don’t really see this point here. Many abilities are situational, and require proper synergy to be effective. But I can say that abilities ARE garbage if you don’t use them properly. Vicious Strike on its own is inferior to almost any other offensive spell. But couple that with Shadow Blend and you’ve got one of the hardest hitting abilities in game.
Grindy, gimmicky, and glitchy.
Please elaborate on ‘gimmicky.’ Not really sure what you mean.
In the end, I’m only just trying to improve the game for everyone. But I know there will always be people who hate it. The game is based on a deep combat system, as WTFPILLOWSHIRT said. But since we’ve decided to make the strategies more diverse and widespread, there are many different ways to win a battle (In Sonny 1, you either used the right tactic, or you lose).
Now in Sonny 2 you can use a bad tactic and still win, but it will be very boring and it will take a long time. But this means that strategy in Sonny 2 is not a matter of win or lose. It’s a matter of how fast you can take down the enemy. This system was designed as a prep to PvP. You may have noticed we’re edging slowly in that direction.
Any more points you’d like to bring up? I’m all ears.
Psychological is probably the hardest class to play, and it all seems useless at the start, but it is as good as the other classes if you play it well.
Betrayal is designed to be used with “Overdrive” and “Retrograde.” If both you and your ally are low on health, you can pop Retrograde on him. Not only will the enemy not be able to damage him, but you will be able to heal BOTH him and yourself at the same time.
The battles still need tactics. The only reason your fights take 15 minutes is because your tactics are not effective. Sonny 1’s problem was that bosses were a ‘one-trick-pony’ and there was only one way to beat them. That doesn’t really define ‘strategy.’ Now in Sonny 2 there are different ways to beat enemies, and if you use a strategy that isn’t good, it will take longer, but you can still beat them.
Then it comes down to implementation of ‘extra’ content and not the content being locked out. We had nothing to do with how it was implemented and I know Hero Interactive loves constructive feedback so maybe you should post some for him.
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