Weak game design
This game is a pain in the ass. I would have closed the damn tab 2 minutes in if it weren't for the medals.
Everything from this game is pissing me off. The music, the annoying servo I'm controlling, the decreasing seeker sensitivity, the faint seeker spawn indication, the confusing star spawn indication, an inaccessible pause button, the decreasing health regeneration... etc.
It is challenging, but also damn frustrating to play, unenjoyable, and I think the replay value is tossed somewhere behind the background.
An hour of boredom and frustration. Slow wave intervals in the earlier levels, draggy never-ending waves in the later levels. Laggy shooting handling.
Also, revise level 29. Took a heck of a long time.
The character slides on everything, and combined with the unstable sliding speed, it's difficult to enjoy the game. The levels aren't hard, but the mechanics needs refining.
Combining the movie with the game is genius; Comedy gold.
Centipede is a frustrating game to play, though.
In later stages, giving a third of the keg gets me $0, and half a keg gets me $22, and a full keg gives $45. This is at 4.5 ale quality. The kegs require more money to refill each progressing day, not to mention the outrageous upgrade prices.
Balance doesn't exist in this game. I don't know if that's intentional or a flaw, but it's minimal fun. Hitting immortal Doug with a hammer I thought was a good investment indescribable agony.
All 10 stars are belong to this!
Very engaging, and very interesting dialogue. Creative gameplay which provides a variety of experience.
Excellent voice acting, great soundtrack, and smooth animations. Back to the Cubeture 1 brings more fun than you'd expected from flash games.
A fun concept for games. That is disallowing the abuse of checkpoints, thus encouraging a player to be very careful with decisions.
The level designs are good. A constant amount of difficulty increase is seen through levels, and features more objects and challenges. Dying on different levels generate slightly different scenes, selected when the 'continue?' button is clicked on each screen. This, and the progressive state of the grave shows that this isn't a sloppy game.
The art style is not constant throughout the game. Voice acting is great. The range of languages you can choose from is a plus, but when the player is only intended to play once, it is kind of a waste.
This game offers short amount of gameplay. With certain hard to pass portions, the full platformer part is missed by many. People who aren't good at timing their moves wouldn't even pass the jump that requires stepping on the flying creature.
The fun lasts for a few levels, then it gets really boring. The bosses are too easy, but require too much time to take down. It's even worse because the level background doesn't change at all.
Survival mode is the same thing, but just goes on indefinitely. As if the story(?) mode wasn't enough. I didn't even know there is a story until I completed the game and it told me I avenged my village.
The only difference between ice and fire arrows is the cost. Why is that since they both have the same effect?
There is obviously a lot of effort put into the coding the game. That's great. The engine is almost flawless. Conventional controls to easily get into. Easy concept to grasp(shoot everything that moves).
This could be much better if the user experience is more thought out.
This game is almost unplayable.
The combination of the bad controls, camera movement, and movement type slaughtered any chance of any sane player of ever completing the game.
The flaws by themselves:
Enemies can shoot at an angle, but the character can't.
Camera zoomed too much to see other parts of a level.
The character slides on dirt.
Enemies can fly through terrain.
Enemy attacks pushes the character.
Killing 2 enemies is a challenge. They shoot at you, pass through a wall, and pass through on another side to shoot at you again. All the while you're trying to aim at the previous position of the enemy. Problem is, you won't be able to focus on the enemy because the camera is constantly moving.
You're moving while you perform diagonal shots, so it's impossible to deal any decent damage shooting diagonally. That leaves with waiting for the enemy to appear in front, then shooting them while taking damage and possibly get pushed off a platform.
When there aren't any enemies, the camera zooms so far in that you can't see any of the map. Some platforms have walls so you would think there is ground below. But no, you jump off and die.
The spawn points are a joke. Level 1 started with 2 enemies immediately shooting at you, and if you aren't quick enough to move from your mouse (to click the start button) to the keyboard, you get shot and pushed down the platform.
Level 2 started with the character spawning on the air next to a platform. So that's instant death.
The level 1 boss is a joke. You just have to hold the shoot button on him.
Very pathetic game design. Next time, build the game from a player's perspective. Or get play testers who aren't crazy.
Not many new features
Sonny 2 enforces character specialization, so Sonny can now only be fully dependent on either strength or intuition stats. The reduction of flexibility in skill builds also forces the player to plan and synergize skills. Albeit many fights depended more on the ally behavior choice than skill builds.
Like its predecessor, Sonny 2's story lacks in displaying the zombie concept as the story can be extremely similar to one in which Sonny isn't a zombie.
The fights are made easier with more ally controls, but hasn't improved much in battle speed. The 'blue circle' notification in battles is extremely annoying as it lags; it would be much better if there's a 'do not show this again' option.
Assassin type characters hold shields on the wrong side.
Many changes definitely made the game more enjoyable, but little have progressed in the graphical aspect.
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.