Noitu Love 2 Demo!
Posted by Derek Yu Fri, 28 Mar 2008 18:08:00 GMT
In case you missed it: there’s a 1.5-level demo available for Noitu Love 2, with the promise of a full game coming soon. This platformer features some of the most outrageous action sequences I’ve ever seen/played (including giant, screen-filling bosses), coupled with clever game mechanics and just insanely good pixel art. Get now (and buy later).











Totally absolutely amazingly awesome. Takes me back to the days when good games WEREN’T Yaris Racing. Seriously though, wonderful.
But the Yaris… they’re so compact and economical!
Where is my Mina of the Pirates? :/
Awesome game is awesome.
The controls are very good, the graphics are amazing, the music is catchy, and it feels refreshingly fast paced. Awesome!
Another awesome game for my ever-growing Indie Games folder :D
I’m sold, anyway.
I’ve just now played through Noitu Love 1 and darn it… that last boss was nothing like the rest of the game. I can’t believe it actually took me 7 tries to finally defeat him, though 1 because of a bug and 1 because of a crash. I’m actually proud of myself, usually I wouldn’t have the patience to restart the whole level that often. Ouf. But Noitu Love 1 just got me that much more excited about the sequel, I now know there’s nothing to worry about :) As long as the final level of NL2 is also nothing like it’s predecessor’s in terms of player frustration.
Oh and I can’t believe I didn’t get the whole “Spell the name backwards” thing sooner.. What a fabulous subtitle Noitu Love 2 got!
Stamp this one for certification already and have it up on Xbox Live Arcade next Wednesday please! Oh wait, can’t do that, we’ll be getting yet another shitty title next Wednesday. :P
Love the demo, buying the game! Here take my money, hurry up and get the full game out! :)
Will buy; must have.
Too fucking awesome.
I might as well buy it five times when I’m able just so Konjak keeps making these wonderful gems.
I’ve played through this damn demo a dozen times and counting.
Love this game XD It’s about fucking time!
Good god, Xoda is -unstoppable-
There was a part during the first level where I had to force myself to move on, because my combo was getting TOO HIGH
I thought the first one was “Decent”, but this game is fucking awesome. Everything about it is smooth and badass.
I wish the demo had Shady Hanz though…
This is incredible! I had my doubts about the mouse controls when the first screens and videos were shown, but playing the game completely changed my mind. The combat is an absolute blast!
Thanks!
Any little bug and awkward thing, please report.
When I first saw trailers I knew this game would be something amazing, and after playing the demo it’s been well worth the agonizing wait. The gameplay is fluid, pulling off insane combos is fun I barely touched the ground in most of stage 1 the bosses are clever on hard mode, and the graphics are stunning.
I easily say this will be game of the year 2008 for me, indie or otherwise. Good job Sandberg, I eagerly await the full product soon :D
Sooo. Sexayh.
Perfect controls, gorgeous graphics, and a welcome change in pace from all those uber-hard puzzle platformers of late; not that those can’t be neat either, but sometimes you just have the desire to burn through massive piles of badass robots.
Couldn’t help notice the 3d parallax scrolling at the end of level 1, that was awesome.
It’s like discovering a Treasure game you haven’t played before. Absolutely brilliant.
im sold already, im buying this as soon as it comes out. this shows just how brilliant indie games can be.
Looks great, I’m not happy with the controls though.
fast mouse clicking = finger assassination.
I cannot play this thing :(
I’ll try to map Joy2Key to it and see how it goes.
Among the best pixelart I’ve ever seen in my life. Definetly on par with capcom/konami/snk’s classics. I’m not completely sold on the gameplay, the massive amount of mouseclicking is abit of a pain. Maybe you could have a diablo-style option where if you click on an enemy you will continue to attack it as long as the mousebutton is held down (I know that this is how you grab but that could be changed to E or something). Dunno how well it would actually work though, just throwing it out as a suggestion. In any case, awesome game!
Not even a full two levels and I already love it. Radical game, konjak!
This is the new “Cave Story”!(and it isnt even a clone) Pure Gold!!!!
This game is fucking amazing! Brings me back to the old days. Will buy!!!!!!! A++
Three words: awesome.
This is pretty much the most amazing thing I’ve ever seen made with MMF. Great graphics, huge sprites, tons of explosions… You’ve really pushed it to it’s limits. Awesome job.
I do have a little bit of slowdown, but it’s still quite playable. Then again, I have a crappy computer. It slows a little more noticeably on the pirate tank, but again it wasn’t that bad. I’ve seen much simpler MMF games that moved at a snail’s pace on my machine, so this is quite a feat of optimization.
I was also skeptical about the mouse control at first, but it turned out to be pretty well implemented. My one complaint about it is that I was often looking for the next place to click rather than enjoying the awesome scenery.
I only have one other complaint, and that is it’s more than a little on the easy side. I don’t know how much the difficulty ramps up in the later levels, but I hope it will be somewhat higher. I never got below losing two bolts.
Kind of ironic, I’m usually the guy who says games are too hard.
deadeye: I thought the game was pretty easy too, but I just tried playing Hard mode and maybe I just suck at the game but often I’d have around 4-6 bolts missing, and I nearly died in the Grim Reaper battle.
Seriously, what are you guys expecting from stage 1? It’s supposed to be an introduction to what’s to come. The game isn’t hard on normal but on Hard and Hardest towards the later stages it picks up quite a bit :P
Gustav’s right. I hope konjak won’t be influenced too much by all the “too easy” comments. I mean - judging a game’s difficulty by having seen a 1.5 level demo of the FIRST two levels is kinda… stupid?
I mean - getting the difficulty curve right is a major challenge for the developer and players shouldn’t hit a brick wall right at the beginning - that’s not how good games are designed (well, with the exception of I Wanna Be the Guy ^^) - especially not if they are meant to be appealing to a broader audience and konjak’s smooth and easy to learn controls are a step in that direction, right?
I agree - if the gameplay was something we’d all seen before and wasn’t anything new, the difficulty could be ramped up.. but this is an introduction level to a game with a new and different control scheme!
Thanks guys, and yes, it is an introductory level. Once you get the side-bursting down you can just hover past the first part of level 1, basically. :)
Oh, and on Hard there are no half-bolts, which I am sure makes a difference.
I wasn’t judging the whole games difficulty based on one and a half levels. I was merely stating that what was there was easy and hoping for more of a challenge in the later levels. There’s a difference.
Seriously, there’s no need to jump on me about it.
Sorry, deadeye - I wasn’t jumping on you in particular. I’m following the comments section on the IndieGames Weblog where other people pointed out that the game is too easy as well so I kind of replied to the whole argument here. =)
Sorry, deadeye didn’t mean to sound offensive <3
I just played on Hardest and got a game over on stage 3… “Pick up quite a bit” was an undestatement :U
Absolutely brilliant, can’t wait for the finished game. It’s great to see an Indie game with such a high level of polish on both the graphics and the gameplay. Could easily compete with anything on a handheld or PSN/Live Arcade.
@Mre Wow
Insted of Joy2Key why not try xpadder? Mapping the mouse to right analog works ok at least on level one.
“why not try xpadder? Mapping the mouse to right analog works ok at least on level one.”
I’ll have to give that a try. Seems like it might be kind of hard to grab hooks quickly though, or hit moving enemies like the Grim Reaper. But it’s worth a shot.
PS - Fix forums plz thx
This was simply amazing. The first stage was great fun other than the mid-boss, which felt messy, though that might just be because ir required some pretty specific use of the unique controls scheme and I screwed it up. (On hard at least, on normal he barely does anything.) But the begining of the secong stage was just incredible.
As a side note, this got me to finally finish the original Noitu Love, which crashed at the end of the 5th stage, but I can’t defeat the final boss. How are you supposed to evade the lightning attack, other than by getting hit with a weaker attack beforehand?
I must say that this game is simply made out of TIGersauce and win.
The trick with the Omega Darn is that you hit the button BEFORE the mega-powerful lightning attack. As the fight goes on, he slowly raises his arms to give you an indication of how close he is to shooting one off.
@deadeye & rodnonymous,
I’ve tried most of the Key2Joy emulators and game profilers out and I’ve found that the Pinnacle Game Profiler works the best so far. The only thing that might prevent people from getting it is it’s shareware, but I haven’t come across any other profilers that can be customized to the same extent or that recognizes so many different types of gamepads and controllers. I’ve purchased the full version and actually use it with most of the PC games that I have (both Indie and Mainstream) since a lot of devs don’t bother implementing gamepad or joystick support and there are very few indie games out there with good gamepad support with Aquaria being one of the exceptions to the rule. I’ve tried Noitu Love 2 with this profiler and it suits me just fine although you have to forgo the precision that a mouse provides but that goes for any profiler that you might want to use. It’s worth it just to download the trial version and check it out though since you can customize the heck out of it. Another big bonus is there are always new features and updates being added for more and more games as they come out and it works well under both WinXP and Vista (bonus).
Anyway, check it out if you’re looking to play with a gamepad and nothing else works.
that’s a whole lot of work to intentionally cripple the game controls isn’t it
Mmmm, I wonder if I can make this work with my tablet pen…
@ Zeno:
Hehe… taptaptaptaptaptap “Hey, where’s my nib?”
I have found that it’s much easier to play Joakim’s game Chalk with a tablet, though.
Fantastic, I’ll be buying it for sure. I’d love to see it on wiiware with some pointer action though XD.
Wow!!! Best game I’ve played since Aquaria! Anyone else think is like an updated Gunstar Heros ( albeit melee-based )? Will be buying this one for sure… Excellent work Joakim!
FIX THE AUDIO
I love what I see so far, but I’m really underwhelmed with what I’m hearing.
sound and music both lack that visceral, in-your-face, in-the-moment, satisfying -kaKRAKum- that a game of this type needs.
Metal Slug did well, but even better examples of good audio can be found in Shock Troopers (Neo-Geo):
http://www.youtube.com/watch?v=TolJEn3EUmE&fmt=18
…and Contra: Hard Corps (Genesis): http://www.youtube.com/watch?v=cFQQISr9mdE&fmt=18
The audio was honestly the first thing I noticed when I approached the game with a critical e– ear.
-
P.S. Not to hurt the composers feelings, but there’s nothing inherently wrong with the compositions, it’s just the instrumentation that’s lacking.
i’ve found that limiting myself to 2 bolts and playing on hard makes it pretty tough. :)
can’t wait for the full version
Initially I thought: What’s all the fuzz about yet another platformer? But yea, after playing the demo I have to admit, it’s pretty cool and I’m looking forward to the full version ;).
I like the mouse control and continuous clicking. Without it, the game would loose some of its speed, in my opinion.
I found one bug. However I was not able to reproduce it. In the first level, after you enter the tunnel (after the rocket ship mini-boss guy), there are these walls where you have to crouch to get past (with all the flying enemies around, before the lava). Somehow I managed to jump off the screen, while trying to get past the first wall. I ended up below the actual level and could move on through the level up to the lava, where I had to jump in order to die due touching it. Additionally the game locked up when I died, only showing a red screen.
Game too awesome O_O
This is the shit.
This is the reason I check this scene in the first place ; 3;
Definitely buying this. I’ve been wanting to play a game like this for a loooong time. Ever since Viewtiful Joe came out and rocked my world. While it’s still not QUITE the game I dream of, it comes very very close. So, you have my vote.
I’m reminded of Mischief Makers when playing it, and that’s awesome. I just bought that game on ebay, to feed my need for good action sidescrollers. I’m sure the final version of this will do that as well.
@Gene G.,
Really!?!?!? You’re probably the only person I know that actually thought Mischief Makers was awesome… perhaps I missed something about that game, I just couldn’t be bothered getting into it. I certainly wouldn’t compare Noitu Love 2 to Mischief Makers though. Noitu Love 2 reminds me very much of a crock-pot full of Metal Slug (scaling 2D sprites with tons of explosions), Mega Man series (futuristic sci-fi theme and music), Gunstar Heroes (Fast paced action combat), and Rocket Knight Adventures (More 2d sprite goodness with cool boss battles). I think this is what you’d get if you mashed all four of those games into a compactor and spit it out, you’d come up with Noitu Love 2… or something similar. :)
@Mr.Big
Personally, I think Mischief Makers had a lot of those elements. It had scaling sprites and explosions, good music, and relatively fast-paced action.
But, it’s a matter of opinion. ;)
OH GOD :O orgasms and dies
btw I think the bandwidth died on that download…
I refuse to orgasm or die over this game unless you get turned into things, like you did in NL1.
Still a nice game though.
I agree only if ‘things’ make you kick so much ass the world explodes.
D:<
Very cool demo. I was thinking I probably wasn’t going to buy this (too many games, not enough time to play) but now I definitely will.
The unlimited-use special moves and shields are really powerful. I didn’t notice to begin with because I wasn’t having any trouble killing everything with the basic attack, but once I started experimenting… ouch, Xoda is scary!
Particular credit for the tutorial, which is very fine indeed.
I’m assuming this is a custom engine, or something built from the ground up? I’m curious about the programming!
Nevermind, MMF2!
I like the graphics, the graphics are very nice. I do not deny that.
However, this has to be the most repetitive game I’ve ever played.
By the time I reached level 2, I was already tired of clicking the attack button for the millionth time.
You need to do something about the gameplay. If you can beat the whole game by clicking the same attack button over and over, what’s the point? Where’s the variation?
The fact that the left mouse button does an infinite air combo that is able to kill every enemy (including bosses) easily to the point where the other buttons aren’t even needed is something that needs to be changed.
I have an idea for this. Think beat em up games like Final Fight. They variate things by making your character finish his attack sequence (with an uppercut, or some strong knock back attack after a certain amount of button presses). There ought to be something like that in this game too. Otherwise, it’s just too easy and repetitive. The enemies aren’t even able to fight back against this infinitely spammable attack either.
But also, the main attack button should not be the only button you use through the game (as I was playing this, I was able to beat the first level only using said button).
There should be more variation. Maybe other ways to attack enemies. I know there are other ways already. But they don’t seem to be of much use compared to your main infinite combo attack. You need to balance the effectiveness of everything out so that one attack doesn’t just dominate the whole game.
I don’t know how to describe it really. But I really shouldn’t be able to beat the game by clicking the same button over and over. Just think of it like that. Add some variation and make it so that the game isn’t just a one button mashing fest like hungry hungry hippos.
Also, for variation, maybe you can make it so you can do other types of attacks during the combo sequence. Like for example, while you are hitting the enemy, make it so if you press left or right and then attack, you throw the enemy in a certain direction, or at another enemy. Maybe tilt down to smash them to the ground or pile driver them, crushing anyone who happens to be below. Or maybe even finish the enemy off with some kind of downwards jump kick. Stuff like that.
But I think the most important thing to worry about now toto make the default attack less spammable. The attack shouldn’t be able to combo enemies infinitely, there should be at least some kind of big finish attack after a certain amount of button presses (or you press a certain direction, if you want).
*is to make
Whoops, typo. Also sorry for the quad post.
*or if you
argh, I really should proof read before posting.
Machrider, that’s a helluva lot of assumptions to make - you’ve effectively played the tutorial level (which Konjak has stated was as simple as possible to ease the player into things) on the easiest of three (the third is locked at the start) difficulties.
It’s like saying ‘I played E1M1 of Doom, and I know the whole game is just holding fire and enemies are weak and I don’t even have to dodge!’. Which is true, as far as that level on easier difficulties go, but doesn’t apply in the slightest later on.
Not saying you’re right or wrong, but you should be aware that you’re going on very limited information right now.
And that’s how releasing 1,5 level demos is a double-edge sword. ^^
Damn gilgamesh (machrider), that’s ridiculous. Enemies die in 2 hits, you don’t really “combo” them. There’s tons of attacks, more than necessary probably, and they’re all vital if you’re going to want to not suck at the game.
That’s a whole lotta overanalization that basically amounts to “the first level isn’t super challenging?!?!?!”
How do you unlock the 3rd difficulty in the demo? I’ve beaten it countless times on hard.
Suck? I breezed through the game using only one attack, or rather I should say.. doing the same thing over and over again. Either I’m really skilled at the game or you’re making it harder than it actually is.
This game is great and all. It has a lot of style for sure. But as it is, as far as gameplay is concerned, it’s a mindless button masher. If the game had a little more variety, maybe I’d enjoy it more.
And I know enemies die in 2 hits, you still stay in the air as long as you keep the mashing the attack killing every other enemy and anything else that happens to be in your way. None of the enemies even did any damage back to me. As long as I kept pressing the attack button, I was invincible. Doesn’t that sound like a legitimate issue to you?
Hell, I don’t even care about the difficulty of the game. The character can have an Ideon Gun attack for all I care and make the universe explode. All I really am trying to say is some variety wouldn’t hurt. Hitting the same button over and over gets boring quickly. Same goes for running forth, fighting waves of enemies and doing the same thing over and over again, rinse and repeat. The fact that the same single repetitive motion is able to kill every enemy in its path doesn’t really help things much either (as far as variety goes).
That’s all that I’m really trying to nitpick here. That is, my issue is more about the repetitively than it is about the difficulty of the game.
Actually hitting the button over and over again is okay in most games, shooters for example, and especially if it involves some level of skill. Rather I should say, gameplay consisting of mindlessly mashing the same button over and over is what I take issue with.
“I breezed through the game using only one attack”
Note that you probably did not breeze through the game, but rather just the first level and a bit of the second, which is all that was included in the small demo konjak released.
I think it’s fair to assume the full game will increase in difficulty after the point where the demo ends.
Yes, but I already said I don’t care about the difficulty. I just think less button mashing and more variety would make the game much better.
I also assume that the way the difficulty will increase will be in part through more variety and less button mashing. I think konjak said that, for example, use of the shield actually becomes important soon after the point where the demo ends.
In fact, I like easy games. If I can beat a game in two minutes, great. That doesn’t bother me. However, if I can beat a game by pressing the same button over and over again, then that’s not so good.
I know that there are other moves. But as I was playing , the default move seemed to dominate over everything else and that’s what made it so repetitive.
The game being easy because of that is merely a side effect. The real issue is that since that one move can kill everyone in its path, the game just becomes a repetitive button mashing fest where you are doing the same move over and over (pressing the same button over and over).
The default move should be less spammable (and maybe even do different things depending on how you press it) and the other moves should have more of a role in the game.
Also, Zaphos posted before I made the above reply. Anyway, @ Zaphos’ latest post:
yeah. That’s what I hope in the full game. Hopefully the full game’s difficulty will make spamming the same move less effective and encourage using the other attacks.
But I still think that the default attack is a way overpowered and that’s something that should be changed up a bit. Not for the sake of difficulty, but for the sake of variety (and the sake of not only using the same attack because it the most effective).
*same attack over and over
i kinda agree with machrider. i ended up just flying the whole time continually pressing the button over and over. when i got tired of this, i realized, hey, i can just run to the end i skip the enemies. nice art, though, not quite “masterful”, there are a few pixelartists i’ll put in that bracket, but not konjak. just not. colors.
and by flying, i don’t mean fast, i just seemed to stay in midair the whole stage through.
As someone who has played most of the game, machrider, you are judging the whole game rather unfairly based on 1 level and 30 seconds of the 2nd. If you wish to stand by such judgements, then so be it, but just know that the whole game has a lot more in store.
It IS the first level, and if you’re just using “punch” to somehow limit yourself it’s not my fault you’re not finding variation.
I should fire up fraps and record some video of how the first level should be played if you want a little variety - bouncing all over the screen, throwing enemies into each other, shooting fireballs and generally doing a lot more than the supposed ‘mash A to win’ that people are complaining about.
Still, I’ve noticed that almost for every demo released in the past year or so, there’s always someone who either complains that it’s too easy (not realizing that it’s a tutorial area on a lower difficulty setting), or that it’s too hard (they chose to actually throw you into the belly of the game without the tutorial area that people would have complained about anyway).
Damned if you do, damned if you don’t. Thankfully, most of us are aware enough to realise that the challenge provided by easy/normal difficulty on the first level is probably not indicative of the entire game.
I’ve wanted to play this since I saw the trailer, and it definitely lives up to expectations. I love the sense of fun and speed, and how fair everything is - like the bosses telegraphing attacks before they happen.
Secondary mechanics like the grappling are fun too - clever that the hook spacing means that you don’t have to move your cursor, you just zoom from hook to hook like a monkey on speed.
The only thing that I wasn’t sure about was that I found it easy to get stuck on small bits of foreground terrain (like the little block where the missile boat in the background attacks you). I’m not sure if this is just poor play on my part.
It feels like I should be able to get around the terrain as fast as I can air-dash to the baddies, so when I get stuck trying clumsily to double-jump or wall-jump over a block it takes the wind out of my sails a bit.
For those of you who are better players than me, can you keep your speed up through the obstacles? If so, what should I be doing different or better?
If not, maybe it’s worth trying to smooth things out a bit - like being able to run up the low steps without having to jump?
Anyway, ace game, thanks so much for releasing a demo!
Cheers,
Will
Given the comments from machrider and some folks at another forum I frequent, let me repeat my suggestion that you give a letter grade at the end of each level based on the combination of time, damage, and highest combo. This way, those who choose to “limit themselves” to just the basic attack will get lousy scores, while those who mix things up with the dash and spin attacks will get As and Ss.
The time portion of the score will prevent people from just sitting in one spot and farming enemies for triple digit combos.
That’s a good idea.
Yeah, if I remember rightly, Chalk had a similar rating system. It’d make sense for it be applied to NL2 as well.
If you just put a rating system, that doesn’t change anything. You can still beat the game by clicking the left mouse button over and over. Except, now you are clicking other buttons over and over too. It’d still be a button mashing game. They have the same thing in a few fighting games yet people still spam the same move and dominate the game despite the what the rating system giving them bad grades.
I think adding a bigger variety of situations where the other attacks become more useful and maybe balancing out the effectiveness of the moves would be a better idea. Also make the timing of the moves more deliberate or make it take just a little bit more skill and less button mashing.
But not so much though, just a little bit. Some button mashing is good. But maybe make it so that timing your attacks in a certain way makes them more effective, stuff like that.
But this is exactly what is done BEYOND the demo, you keep expecting this is exactly what the rest of the game will be.
Machrider, have you ever played a demo before? They’re almost always the easiest, simplest part of the game, completable without the full skill-set you’ll build up over the course of the game.
Your complaints can be levelled at 95% of demos ever released. Making these huge sweeping assumptions that the full game never gets more complex or difficult are uninformed at best, willfully ignorant at worst.
We shall see then. I await the full game. Show us what you are made of! Let’s see what you do with it and what kinds of interesting twists and other innovative things you do with the gameplay. Prove me wrong. If the game is still a button masher and I’m still able to beat the game by using one or two moves, I am going to be disappointed.
Dominic White, the thing is demos in the klik community (which I’ve been a part of as far back I can remember) are always unfinished versions of the game, not an excerpt from the easiest part of the game like a commercial product. I was just trying to offer some criticism for the full finished version of the game. But you’re right, I can’t judge everything on a demo. But that doesn’t mean I can’t give some feedback on what to fix when the actual thing comes out.
The same goes for most indie games too, even the ones you see in the compos here where people make “demos” of the game in progress that they are still working on. I think you’re thinking of a demo in the wrong terms as the demos of commercial product where the game is done already.
I don’t think being ABLE to beat a game with one move is a fault. You’re able to beat a Mario game without eating super mushrooms.
Not that it matters anyway, as long as a game isn’t out yet, it’s still open to criticism and suggestions as far as I’m concerned.
Also the whole “huge sweeping assumptions that the full game never gets more complex” is ironic because you’re putting words in my mouth. Nice huge sweeping assumptions you made there.
Yeah, but in Mario you can only jump once and you have to plan your deliberately with skill so that you don’t die. You can’t beat the game by hammering the jump button.
*plan your jumps
Even the fireballs in Mario have a limit. You can only fire two or three at a time and have to wait until they are collide with an object and disappear or fall of the screen until you can shoot more of them.
It may not seem like much. But even little things like this make a lot of difference in terms of gameplay.
I’m not trying to be a jerk. Just understand that I was REALLY looking forward to this game. When I first saw the screen shots and videos of it I was impressed. It reminded me of something that Treasure would make. While the graphics and rotation effects are wonderful, but I wasn’t expecting the gameplay to be like this.
I believe that button mashing games are what are plaguing video games these days. Games like Dead or Alive where the graphics are the main focus and the gameplay is mashing the same button over and over to win. That kind of thing really irks me.
If you want the game to be like that, then fine. I’ll just shut up then. I probably should start making games again and make a true throwback to the games of old which required skill. Hell, if I had the free time, I would too.
I’m not even trying to make a big deal out of this. Just make it so your character doesn’t stay in the air for so long at least. That would be the least you could do to make things a lot less broken.
I mean during the left click left click left click left click combo. Ah, the hell with it. I give up, do whatever you want. I’ll see how the game is when it’s done.
You’re intentionally ignoring all the techniques in the game because it rightfully gives you the option to (In the very beginning especially), then complaining about it.
You can beat metal slug just by mashing the fire button, even when grenades are much more useful (And yeah the hardest mode is about comparable to a metal slug game in difficulty)
In Metal Slug, you have to aim. You cannot beat the game by blindly mashing the same button. You also will die a lot unless you carefully dodge the incoming bullets.
In this game, as long as I keep pressing the attack button, the character kills everything on screen and is literally invincible. It requires no thought or skill at all and is just boring and repetitive.
The grenades in Metal Slug are an option to do more damage than your normal weapon does. Same goes for the other weapons. The game is actually harder if you only use your pistol.
In contrast, this game is easy if you only use your default attack. Which now that I mention it, actually seems kind of backwards.
The only way your comparison would be valid to this game is if the pistol in Metal Slug had a lock on ability, homing bullets (that kill all oncoming enemies) and did more damage than every other gun in the game to the point where the other weapons were not as useful as the pistol.
Oh, and if it made the enemies have a hard time killing you. Which thankfully, in Metal Slug, you will get your ass handed to you if you try to use only the pistol. A good reason to actually make you pick up the other weapons, something this game lacks.
*Which thankfully in Metal Slug, it doesn’t. In fact it does the opposite.
Seriously, what’s with the five comments every time you reply?
I think we broke him. If it wasn’t for your post earlier, he would have landed a consecutive 10-hit combo there.
machrider, have you even tried playing the game using a combination of both ‘special’ moves and normal attacks? It’s funner, easier and faster than just using normal attacks. Try beating 213 seconds on the clock with just normal attacks <_< You’re just limiting yourself by using only normal attacks.
Anyway, this has to be one of my favourite games ever, and that’s just from a level-and-a-quarter demo. I loved the grim reaper miniboss in level 2. :P