00:00
00:00
View Profile Polonium

58 Game Reviews

12 w/ Responses

1 reviews is hidden due to your filters.

the flaw here

...is the difficulty ramp. You can strategise to maximise your flying area, but your fly is much more sluggish than the spider and if you're caught mid-turn around the edges you're destined to be killed. The momentum on the fly is nice, but to be hnoest the game is too small and simple to really build up a proper review of pros and cons.

dubious

It's 2D Sonic all right, I was a little annoyed at the addition of Shadow and Cream but it still has its roots. My main issue was with control response - in the Genesis games Sonic builds up momentum but you always get a kickstart rather than walking from a dead stop to full speed, which made jumps very awkward in this one since half the time anyone used to the origionals ends up jumping 10 or 15 degrees short of the target and being hit by some missile. Also, your 'choreographed' parts where you can let Sonic pull off some mean stunts without having to really do anything are either too long/numerous, or suddenly require player input even after they've been running on their own for most of the level.
It all looks feairly neat and it's mostly bug-free (an annoying glitch is hit-detection though - there can be a good distance between Sonic and wall-spikes and he still ends up pricked, or bombs gain extra radius). The only real spoil is the laggy momentum, otherwise it's fairly true to to the origionals.

it's not pretty

But it all seems to work well, and I'm a sucker for particle effects and other gimmicks. It's nothing remarkable, but you know how to lay out a script efffectively, and you seem to have some talent.

dissapointing sequel

The first FWG knight was simple but good - it was a brainless combo-stringing survival game. This one SHOULD be better in every way - exp points, new enemies, mlore weapons, better graphics - but its' worst flaw is that it feels wrong. Combos and movement are awkward and clunky , there's no fludity at all and even trying to pull off a few hits in sucession is annoying with the jarring pauses between combos.

Could've been great.

neat

It's a couple of inches above the usual thing-thing fare that comes from you every now and again, and you certainly tried to implement some origonal facets to a pretty worn out formula.

I do have some gripes, though;

-you tagged this as a 'stylish' game, however pretty much all the combat is still a point-gun-click linear affair, you could've added any number of wall-hikes, meatsheilds, a proper bullet dodging system, weapon melee-combos and other assorted staple gunplay-moves.

-the explosions are lame. They really are. I want to see quadruple-blast radius booms with ragdolled thing-things flying about the screen, not a tiny little boom that actually has to stick to them to gib.

-executions need expanding. Why only have the two pipe-variations when you could have one or two for every different gun? It would be painstaking but add so much more to the game experience.

-the cover system is completely wasted. It works to a basic standard but there are literally about two places in all the maps to actually do it. This really frustrates me, it could've been really effective but your bland level design breaks the spirit.

-more weapons. There are like, 11 in the entire damn game!

Overall, you just didn't push the evelope enough.

it's good,

But while it masquerades as a strategy game, it's pretty much down to basic luck. If you see a group of cuties, kill them. If you see red cuties, kill them. That really seems to be it as far as it goes.

The graphics are pretty neat and the music is bouncy and mostly fitting, but when I play a strategy/puzzle that's not what I care about.

mind-numbing

It looks and plays fine (except the movement controls were a little strong, no machine should move faster than its bullets) - what irked me is that it was so damn repetetive. I beat the 5-mins level on the first arena, wiped the sweat form my brow and got ready to turn it off after the seemingly inbound 'game finished' screen popped up - and got a whole new arena? It's a big game, sure, but there's nothing DIFFERENT about any of it. You threw in a few minor obstacles like electrified walls and the bosses, but it's all so damn similar it actually became a chore to play.

broken controls

The whole thing feels extremely chunky and awkward. The way your stamina refills is pretty annoying, instead of flowing straight up it counts back down while it's refilling which is just plain stupid. Your charachter moves so fast the jumps are always frustrating - plus it's easy to dash straight off a ledge while fighting and have to walk back through half the level to start the jumping again, which is insanely frustrating. There's no sense of walking momentum, you character just comes to a dead stop which gives it a very clunky feel to the controls. I like the leveling system and somne of the boss and enemy designs, but when you have trouble with basic movement it's easy to discount everything for the negative.

shallow

All I see here is a medicore breakout game with a load of animated effects and gaudy music - it's not 'intense', it's just unplayable and it makes you feel frustrated because you can't see for shit while a hundred different stupid animated lights and bouncing texts burn your eyes up. I would appreciate this game more if the effects were more interwoven with the game experience - but it just feels like you tacked a load of obnoxious shit on top of a generic breakout and tried to make it edgy and origional. If I wanted to tear my eyes out of my skull I used to play The Epilepsy Game 1 & 2 - at least I enjoyed those.

not bad -

It's a good idea, but not executed so well. It feels like more of an interactive clicking game than an actual shooter - it's nearly impossible to die and you have to wait for the enemies to get into position before you can actually kill them (which is due to filming really - you couldn't make a death animation for every single position they're in). I appreciate the limits of camera but lego is a versatile material, you could've made the death animations and other scenes a bit more impressive.

Overall though, it's a very good idea and it's pulled off pretty well.

xLite responds:

I was limited to time and file size. Although Killego 2 is gonna be a big improvement. I will film death scenes from all angles. I will let you shoot them as soon as you see them etc.

Thanks for the revie!

Male

Joined on 11/12/07

Level:
15
Exp Points:
2,330 / 2,500
Exp Rank:
> 100,000
Vote Power:
5.70 votes
Art Scouts
3
Rank:
Private
Global Rank:
> 100,000
Blams:
1,267
Saves:
1,693
B/P Bonus:
18%
Whistle:
Bronze
Medals:
601