This game is rather daunting, the original was so simplistic and easy to use, but while the second definitely improves on a lot of things, it also utilizes some very unnecessary features.
First things first, the graphics are very well done, in the same style as the first, simply more polished. The layout is quite different from the original, but I would call it an improvement overall.
The sound in this game is great, and there is an enormous amount of options when making the music. Some would call it overly technical, but at the same time, it was obviously required for this game to not be the simple 0-9 numbering the first had. Unless you want to scroll through numbers in the hundreds that is, so good decision on your part.
There is a problem however, the shear size of this game causes a lot of lag (I even experienced some in the offline version). It's a shame that something can flow so well one minute, and on the next replay, there is an entire second bump of sound that distorts everything, making consistency difficult at times.
Even so, it's hard to make a negative out of "your flash has so much content it crumbles under it's own weight" but that's really the only sound issue.
As far as gameplay goes, it's a little disjointed, this game would be enjoyable purely through the amount of sound options, a story mode and Guitar Hero-ish game was not necessary. It's not quite a bad thing, it's just so out of place that it's kind of disheartening you spent the time to add in so much, and yet I couldn't find any enjoyment out of it.
That being said, you didn't do something bad that a lot of sequel makers do:
That is to add in a ton of new features but forget the core gameplay basics, you kept the actual music making part the same, but just with more content, and that's all anyone should expect.
Overall, you have an aesthetically pleasing game, both in visuals and sound. All issues are minor and you should be proud of this sequel.
I like the animation, and the 8 bit-like character. This seems very much like SHIFT, while different in design, it is very similar in concept. I liked the little ratings given to the levels, for fun factor and difficulty, indicated by little smiley faces.
The little talking character is a nice addition as well, gives the game a sense of humor without trying too hard to be funny, and because the main character isn't very sociable, it helps to have a bit of text entertainment. The sound quality is good as well, and the overall feel is very retro, yet polished.
There is only one problem, and that is that the loading times seem to take forever to load a small level. I am not a big fan of puzzle games, so once I attempt one, a long loading time can make me lose interest quickly.
Even so, I'll give you an 8 out of 10 from someone who doesn't enjoy the genre.
Good work, this may be front page material.
Very nice remake of Mario 64.
Graphics: Sprites typically look ugly and unpolished, but this flowed together very well. Some nice effects and a good layout overall.
Animation: Tied in very much with graphics, the motions are all very fluid and easy on the eyes. With the many different motions going on at a time, there was no lag either, very impressive.
Sound: This is easily this games greatest asset. All of the noises, music, and overall feel were 100% Mario. If I were to close my eyes and play the game, I would swear I was playing Mario 64.
Humor: I liked how the toads always had something funny to say, the games overall tone is more of a serious one (well Mario serious at least) but it was nice to have a little comic relief.
Concept: While the overall idea is not all that creative, the transition between level design in Mario 64 and Mario 63 is very impressive. One of the best parts about this game is how accurately it mimics the original.
Overall a fantastic game, well worthy of a 9/10. There is one problem, and that is how the levels are a bit long. This is a flash game after all, and having a lot of content isn't bad necessarily. But most people would rather play this in shorter spurts, and saving seems rather infrequent for those looking to play only a level at a time.
This took a while.
It has been up on armor games for a long time now, glad to see it make it here, and with some add-ons no less!
Now I could go on and on about what makes this a great game, but with so many fans of your games, would there be a point? I think I will go right into what I dislike and how you could make the third installment even better.
Okay first of all is the class options, although it was nice to see an interesting collection of types to choose from that all play differently, I feel that there is something missing. It seems like you could have used so many more options to choose from, for example, one class is about hurting yourself or teammates to gain more power, the other is a simple melee class, the third is a support class. I was hoping for some evasive or "ninja" class could have been incorporated, as well as a magic based class without the support or betrayal types, sort of a jack of all trades.
Basically what I am saying, is add new classes, but don't think you need to move away from the fundamental aspects either. Variety adds a lot for everyone to find a class they like. (you could argue that each class has it's own statistic advantages like the ones mentioned above, but it is very vague and unknown what you really get when choosing a class).
The second is the effects, I like the transformation idea and the multiple buffs and such, but from a visual standpoint, it is essentially the first game. I feel that my attacks didn't have the proper impact they should, a brutal stab wound or powerful magic attack should be flashier and have more of an affect on the enemies instead of them simply bobbing their heads back like any other attack.
The third and final one is the skill tree, while there are a lot of creative abilities, they lack any sort of accomplishment when you get them. You can get the final attacks so quickly and easily just by doing training matches, and the characters lack a proper final ability. The last move you get should be able to surpass the others, and attack or defend in a way that no one else can do. Transforming is nice, but again, lacks the aesthetic charm and sense of ultimate power it should have.
Thanks if you read all of this, and hope it was useful to create another great game! Congrats on front page as well.
Suggestions acknowledged! What you say is true, I will really try to put that into practice with the next RPG Engine :)
This is great, both humans and zombies are quite balanced (even though the AI can't compare to a player). I found this interesting because I could turn my enemies into allies, then all it takes is one hit for everything to completely change the tide. I found it fun just to rush out as a human, convert as many as possible, let one get me, then repeat the process on the zombie side. Great fun.
That being said, there is one thing that bothered me, and that is how your allies do their own thing, they patrol around, then leave so randomly, I would prefer to build up a force and have them follow me, not wander. I also like the over head view, but a more restricted view would make the game more tense (not scary, because this isn't the intention of the game) <--- think Resident Evil 5, not scary, but tense. The zombie dog seemed like an attempt at that, but it really didn't add that element that makes you run backwards spraying bullets all over the map, it was more like an "okay, I'll shoot him then walk away".
The graphics and presentation was nice, I just found that the zombies blend too well into the ground, if you are going to have a wide view to see everything, it would be nice to be aware of my allies and enemies.
The sound was good, nothing really notable about it, but nothing WRONG with it either.
While the gameplay can become stale, the fact that this is a completely different take on zombie games kept me playing, and I really enjoyed it.
The game is pretty slow paced, not that that is a bad thing, but adding some quicker characters would really bring out the game more.
Overall the game is good but not great, but I also think you should be rewarded for such a great concept, and because you executed it very well.
9/10 congratulations on front page, nice to see some originality.
Mario is a popular character for parody flash games and movies. Some are amazing, others suck, yours is the former.
First of all, I am very impressed with the number of turrets, you used a creative element for all of them, and the only one I found not to be that useful was the spiked ball, but I was thinking the spring board in combination could create an effective method.
The sound was fantastic, a great variety of mario music, and nostalgic sound effects, you really can't go wrong.
The story was original, now this is a turret defense game, the story is in no way an integral part, but you made something worth watching before I played, so good work.
It is nice to be on Bowsers side for a change, how many bullet bills and koopas do you go against as Mario? Well in this game they are on YOUR side, and it is a refreshing change.
The difficulty was spot on, easy and normal were very appropriate, a good way to figure out what you need to do. The higher difficulties are hard, but that just makes this game an "easy to learn, hard to master" type of game, and those really are the best kinds of games.
For a first defense game, this was impressive to say the least, the only defense game that I can think of that outdoes this is onslaught 2, check that one out for some creative ideas.
Now there are some problems, one being lag, it seems to me that turrets upgrade quite quickly, and because of that, you need more and more things on screen at once. Now utilizing a scrolling screen is a nice idea, but when things gets hectic, it can add to the overall clusterfuck of enemies and turrets.
Now this problem only happened in free play, because the story missions end quickly enough that it is not a problem. Now because this is only an issue in free play after excessive use, feel free to conisder this complaint moot, but I thought it was worth mentioning.
The one thing I would like added, is instead of just power, rate, and range upgrades is to add some "special" effects. Some tower defense games utilize "multi-shots", "combination turrets" "explosive shots" etc. If you could work that into the sequel in some way, it could be a perfect 10.
Good work and congrats on front page! You deserve it, I really enjoyed this.
There is a problem however, and that is that is not so much a puzzle game but more so a game of trial and error with physics. Don't get me wrong, it was a very enjoyable game, but I found myself just having to adjust my aim by the most minuscule amount in order to take out the Alien. It went from fun to frustrating quite quickly, I will cut you some slack however, as it is very hard for most games to escalate the difficulty without being needlessly cheap.
And regarding the art style, I really didn't like it, it certainly doesn't look bad, but rather unpolished. Some of the colors were somewhat grainy and bland, maybe a use of brighter colors could improve this.
The sound was good, I enjoyed the applause when I made the alien explode into pieces.
I liked how you say "fail" if I hit the Human, and "epic fail :)" if I hit the Alien then the Human, it would normally make me mad when that happened, but that little comment put a smile on my face.
Overall it was very good, physics games cannot be easy to make, and I like the amount of creativity you put in it, the problem is that before long it becomes somewhat redundant.
Anyway, keep it up, and congrats on the front page!
I like it....
It certainly starts off slow, as you wobble your head around and fire lasers at enemies, however, once you start to upgrade it gets very fun.
One thing I find so interesting is that the game is just shooting lasers and the occasional sword swing (should you choose to upgrade to it) and nothing ever REALLY changes. And yet, I found myself playing it all the way to the end, and enjoying it the whole time.
The upgrades for the most part are shallow, The treads/legs increase the movement speed, and there is a sword and shield, aside from that they are all simply for looks and stats. For example, a new head increases attack, some were very creative and nice to look at, but it is still the same laser each time.
It would be nice to see some upgrades that have an actual weapon effect, like a
longer range for the laser, maybe one that can shoot through more than one enemy, and on each new upgrade, a change of color or form to the laser, something quite simple, but makes a big difference to break up the monotony.
A change of scenery also doesn't hurt, but it was nice that you were consistently tossing in new enemy types to add some variety to the combat.
The addition of a last boss was a nice touch as well.
Overall it was a fun game, with nice graphics, fun gameplay and an upgrade system, adds up to an 8 out of 10.
Great work, and congrats on front page. I think this game has great potential for a sequel as well.
Heh, Crab Battle.......
When I saw this I was expecting a rip off of the MGS Crab Battle flash, this totally surprised me.
This game is great for two reasons, the quirky style you have, and the constant randomness. Who would expect a Star Wars robot attacking you underwater?
I also like your authors comment, that sort of laid back attitude produced something great.
Graphics: Very nice, well colored and well presented, a very nice layout and it all fits perfectly.
Sound: Perfect music, ranging from "epic battle" to goofy, also a great use of movie sound clips, lip syncing was a bit off with the crab, not that it really matters.
Style: Absolutely LOVE the art style, from the min character to the crab, to the other sea creatures and obstructions, it just plain looked and flowed so well.
Overall one of the most enjoyable games I have played in a long time, just ONE problem, these types of games can lose their appeal after just one or two plays, now obviously I won't criticize the genre of game you picked, just something to think about.
Congrats on front page, you really deserve it!
Awesome! Thanks a lot for the review!
A real competitor to Totem Destroyer
This game is like the opposite of Totem Destroyer, but just as well made and creative.
I found this very enjoyable, there are many levels that sort of warm up your brain for the insanely difficult ones later on, this game has a PERFECT learning curve. And that is difficult to do.
I absolutely loved the expressions on the shapes faces, it added a cute charm to the game, and to make a mistake and to see a dozen of them almost explode and fly into the air was very entertaining, and made losing funny, instead of frustrating.
Overall, this game is close to perfect. A great layout, with intelligent puzzles and funny scenarios totals this to a 9/10
Great job and congrats on front page!
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