not too shabby
it's a very professional, well polished game.
though it's basically a defend the base game,
but with a Normady beach theme. In other words,
it felt repetitive and monotonous.
pirates easily win
simple...yes, but effective time waister. it has
a appealing sonic vibe to it, with chalkboard
visuals. however, there was the occasional
rough collision detection.
nice re-innovated theme
great visuals with a thick, cartoony aesthetic.
though too slow paced to really be compared to
metal slug, enemies need to be more vicious in
their attacks and in more variety.
visuals were dull and uninspiring, otherwise,
the game was solid, yet very linear and simplistic.
the only real highlight were the appropiate and
atmospheric sfx and gory violence.
people don't realize the alien hominid is
based off contra, so in essence, this is similiar
to contra. the only similiarity is the obvious copy
of dan paladin's art animation for explosions...
though i don't say that in a negative way, artist
learn techniques from each other to improve their
own skills. my only gripe, is the controls, though
responsive, i wish i didn't have to remain stationary
in order to shoot upward or diagonally. one more
possible improvement, is better upgrades, for
example: upgrades shouldn't all be thrown into one,
interchangeable item, should be spread out through
seperate items. especially since i had enough health,
but kept getting health upgrades. otherwise, i have no
more constructive critisim, it was a well made, thought
out, and entertaining game.
feels just like the arcades
solid graphics and gameplay, very remeniscent
to that of time crisis. in maybe a third iteration
of the series, add more then a single level and
Problem is, I'm already over the 5mb limit with just this. Essentially, I'm splitting the game into three parts, this being level 2.
besides playing a sprite character similiar to
that of Hunk from Resident Evil, assuming it
was intentional due to the similiar RE health set
up, this game is very challenging, but entertaining
as well. not many games take advantage of the nicely
detailed, undead sprites from metal slug, so it was
refreshing and nostalgic aspect for me. the ability
of upgrading your stats adds that strategic edge
and depth to an otherwise shallow defend game.
even despite the fact that pulling head shots and
feeling the capacity of how much of an badass you
can become, there were some flaws. for one, i realize
that the ability of jumping was probably intentional to
just clear a mine, but it would be effective to see you
clear a zombie as well. second, mines shouldn't be able
to damage yourself, otherwise they're kind of trivial
due to the extremely close encounters you're within.
third, if you were to make a sequel, a 2 player co-op
would really make the action intense, but to keep
things from becoming easy, the default difficulty will
be only on hard. also, having more weapons and
upgrades would'nt hurt, but only if you have the
aviable sprites for them.
twice the bubble gum ass kicking
for every aspect i wish the original had,
surprisingly has been addressed and added
in the sequel, with more then i thought it would.
finally, he uses a grenade, fights a boss, and the
possible ways of handling the situation was a nice
and interactive diversion.
very fun, even though the concept is far from
being original. i'll admitt that the mechanics
and controls were precise. which most games
on it's genre aren't as refined as this one. pulling
off head shots was bloody satisfying and lining
a shot inbetween zombies to pull off a double
header was twice as entertaining. even missing
a head shot can still result in slowing the zombie
down when it's legs are blown off. one unique
aspect that differs from any other undead defend
the base game, is the ability of having allies. though
only consisting of two, they were of use in helping.
if you were to make a sequel, it would be nice if the
other two npcs could have more options of helping
then one type of action; such as boarding the windows
or other types of fortifications.
about time :)
i imagined this to be more or less of a side
scroller. the single area or level, though added
a neat, drawn back perspective angles, wasn't
sufficient enough to be appealing. even with more
addition of weapons and enemies in a future remake,
it still won't prevent the feeling of repitition. if
anything, the game needs a sense of progression,
which thus leads to a sense of accomplishment.
more importantly, helps break up the monotony. i
like the direction of where this is heading, but like
you stated in the author comments, it needs some
more polishing and buffing. i will also comment on
the very useful ability of customizing your own
controls, to suite your own taste. which gives it a
professional quality of commercial games.
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