By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Seconded.

If it had just been an adventure game like the demo implied I bet it would have sold better, and I would have liked it better for sure.

And what was with all those controls? Depending on what you were doing all the buttons do different things. I beat the game and I still don't know how to control it. What were they thinking?!

Also, everything has too much health. If they had cut the health of every unit, including the player, into one quarter what it is the game would be faster and more fun. That's a problem a lot of modern games have, but it was especially annoying here. It's also the first game without a healthbar where I REALLY needed one. Couldn't tell how hurt I was until I was almost dead. I supect this was a problem in trying to balance the RTS and Action-Adventure components.

P.S. Console RTSs suck.



"Now, a fun game should always be easy to understand - you should be able to take one look at it and know what you have to do straight away. It should be so well constructed that you can tell at a glance what your goal is and, even if you don’t succeed, you’ll blame yourself rather than the game. Moreover, the people standing around watching the game have also got to be able to enjoy it." - Shiggy

A Koopa's Revenge II gameplay video