This movie has revolutionized the way I percieve flash. Brilliant.
The joke at the end was the best part.
Better than the first one
But what was with that Schmorky refernce? Also, some of the jokes were better, but the rest left me puzzled.
Far Too Dynamic
What I played was fun and looked great, but I couldn't play it because the camera was so bad. I understand that it's supposed to look flashy and all, but it makes the game unplayable. The default camera distance is zoomed in so far that I couldn't see any of the surrounding terrain, forcing me to jump constantly, zooming the camera out by about 4x, enough to make me a bit nauseous. And when you add enemies, the shaking is enough to trigger a seizure. I couldn't aim or tell where anything was, forcing me to resort to blind shooting/jumping. So please, tone the camera way down. The game looks amazing otherwise, but I could only tell when I wasn't moving.
More frustrating than hardcore
This game has a hell of a lot of potential, but the technical issues really held it back. Considering that this is supposed to be hardcore, the controls are absolute crap. The thing about hardcore games like the DMC series is that they can throw extremely difficult challenges at you because the controls have been tweaked and balanced to make sure that the player isn't fighting the controls, as well.
That being said, hardcore brawlers are like fighting games, except with multiple enemies at once, so targeting is especially important if there's more than one type of enemy present.
The current system is horrible. Since there are about three frames per model, I had no idea when the hell anything was going to attack, which makes dodging absolutely useless considering the about-to-kill-half-your-health-bar frame appears when enemies are fairly distant. Since next to nothing is animated, attacks simply have one gigantic hitbox for a microsecond, you don't know if you've been hit unless you get knocked down for five minutes.
On top of that, I'd have better luck hitting my keyboard with a stick, in the event that the woodiness of the controls makes it want to obey something else that feels like it was cut off of a tree.
Why can't you move and shoot at the same time? I don't need that even. Why can't you attack and turn? Whenever I failed rounding every enemy onscreen into a giant deadly clusterfuck, I would get hit from behind me while frozen in the attack frame.
Also, I struggled to do anything useful while airborne, the hit collision is bad, wall running is useless since you can jump to the ceiling faster, and the fighting space is too small. Hey, I don't care if it's Devil May Cry wrapped in fanfiction, I really wanted to enjoy this, but there are far too many issues with the most basic aspects of it.
I don't mean to knock your work, but hardcore games are rewarding because they're difficult, but ultimately rewarding because the player requires reflexes and strategy, so when you succeed, the payoff is tremendous. Thing is, though, that doesn't count for anything if this challenge is created by shoddy gameplay, so calling this game hardcore is a lie if 'strategy' is farming for upgrades or exploiting a broken system.
Props for taking on such a difficult genre and trying to convert it to flash, but as it is, it just doesn't work.
The game is great, especially for an arena game. Have you considered a less-linear approach to future games? I think that it would be much more rewarding to increase the attention on the weapons, making it so that you had to earn them, or buy them, instead of just finding the most effective one right off of the bat and sticking with it. Fanservice plea aside, the game is awesome and I eagerly await the next one.
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