By using this site, you agree to our Privacy Policy and our Terms of Use. Close
amp316 said:

I'm at HR 49.  *winks*


So I can totally count on you to help me get past 40, right amigo?

Smashchu2 said:

I will be the one that says the game is not good. The gameplay is fun. But the design of the game has no focus

There are two big flaws. The first is that, too often, the game becomes a bullet hell where there is just too much on screen. One late boss fight has you wainting for missiles to come out so you can reflect them while 6 dudes and 4 mechs shoot at you. You are almost punished for sending these missiles at the dude. The other is the levels are far too long. There could easily be twice the levels in the game if they just split them into two parts. It matters because it is a game where you try to get a good score and dieing makes your score go to 0 (so you have to make the entire level without dieing and it's a long level anyway). Also, to add to this, there are far too many bosses. It's so bad that right after beating a boss you fight another one with three forms. It's so bad there are checkpoints inbetween a form. I mean really. This is level 3 mind you.

So I say the game is very average and is held back by fatal flaws.

I disagree.  Not only is there the risk/reward system that DarkCronos identified in place, but in reality there are very few (none?) situations where you can't do something to extract yourself from harm; you just have to prioritize your actions and react quickly.

Take the boss you're talking about.  The soldiers are a non-factor: they shoot perfectly level only, so they don't restrict much space.  The mechs are a bigger issue, but they take time to deploy.  The missle launcher fires a volley of five separately-fired missles, separated by about a second-and-a-half each.   The boss is immune to normal shots.

It's up to the player to figure out the best manner to proceed.  If you have Isa, you should use your charge shot to eliminate one of the gun-mechs (and conveniently two or three soldiers as well), focus your fire on the second gun-mech, launch the first rocket to finish off that mech, then turn the remaining rockets on either the boss or the last mech (your choice).  

Simply put, the same element that you're identifying as a problem is actually the solution to your issue!  And this same theme is apparent throughout the game; if it's dangerous and bigger than a regular shot, you could probably use it to your advantage.  You should also note that your melee attack destroys or deflects nearly everything in the game, including small-rounds. 

Regarding the length of the levels, all but Stage 6 can be done in about 15-20 minutes, and they all have checkpoints spread liberally throughout.  This is a perfect balance: if you just want to have fun and play the game, there's no penalty for dying, and the levels are just long enough to hold your interest.  If you're going for high scores, you must strategize throughout each level: you COULD get a higher score by taking risks, or you could play it safe and guard your health instead.  The fact that every second you spend walking, rather than flying, increases your score shows that the developers were very cognizant of this risk/reward system.  I think it mostly works perfectly, although the best approach to the final level still eludes me.