Flaming Zombooka 2 – OFFICIAL Walkthrough + Kongregate Helper’s OFFICIAL Review
Game Description: Flaming Zombooka 2 is a neat bazooka-based physics puzzler that will challenge you to kill every enemy on the screen, while keeping all healthy humans safe! Flaming Zombooka 2 will definitely make you think outside of the box with its intricate level designs that continuously and constantly keep the game fresh and exciting! Here’s a word from the developer:
Zombie bazooking time has returned, now with more weapons, more gore, more ways to kill zombies, and a choice of character (including a special treat for Kongregate players)
The difficulty was pretty much non-existent. To put it into different words, most of the levels were so easy that it was often hard to lose. The thing about this specific genre, is that you can automatically look at a level and then immediately know how to solve it. Hey, sometimes the executions can take a while – easier said than done – but for the most part, once you have an idea on how to complete the level you should have (basically) little to no problem at all completing the level. A great majority of the levels, I had completed on my first or second try, multiple attempts were usually due to my aim being off. For the most part, if your aim is true you should have no problem completing this game quickly. I think that the reason for many of the levels being so easy is because a lot of the levels are based on chain reactions. I love chain reactions, but when ever single level has one (later on in the game this becomes more apparent) it becomes repetitive and frankly, utterly and completely makes the game too easy as you can mow-down hordes of zombies with huge spiked spheres. I would have liked to have seen the levels become more and more diverse as the game went on. Hopefully that would change up the game-plan of the users to get them to think a bit differently with each challenge that faces them. I think that the main thing that is going to eventually stop users sooner or later is the aim. Like I had mentioned earlier, all of the levels are pretty simple. You can see what you need to do, but the execution is going to be the hardest part of all. While a majority of the game is based on a puzzler stand-point, what you’re ultimately wanting to be focusing on is your aim. If you have superb aim then good for you, this game is going to be easy; but if you don’t then this game could become rather challenging. So, in a way, you could also think about Flaming Zombooka 2 as, also, a physics game.
In a sequel I hope to see some improvements over the last version of the game. I don’t want to see anything major of course, because then the games would be incomparable, unrecognizable as interlocking games, but there should be at least a couple of new features here and there. Unfortunately, there wasn’t any new features at all that really made me go “wow!” I noticed that you could choose from four different characters, but non of them really affected the gameplay. I would have liked to see each character have a special trait like +5 Power or +5 Bounciness. You know, just something to spice it up and make users more conscientious about their decisions that they make in the game that could work out well in the long-run. Like the last installment of the game, there were a total of 45 levels. In Flaming Zombooka 2, I personally, was hoping to see more. Although, that desire is solely based on my wanting for tougher, more complex levels because as of now all the levels were simply too easy in my opinion. I definitely would have loved to see more in the level department. I thought that the different ammo types were a fun addition to the game. Whether that is a new feature or not, I have yet to know. Yes, I am too lazy to run through all of the levels in the original installment to see what’s and new and what’s old, but i think it is fair to say that nevertheless the ammo types were a nice touch to the game. I thought that the several ammo types kind of spiced up the game a bit. One level you are dropping several miniature bomb from the sky and the next you are bouncing explosives off walls in attempts to kill the zombies below.
The art was a fine addition to the game, it was absolutely stunning! I loved how the artist used bold colors to create the dark environment around the characters. The character art was simply superb. I’m still trying to figure out what those super-zombies are. What exactly are they? They’re wearing miner helmets from what I can tell, but I have yet to see an actual miner wearing blue and red. Regardless of what the zombies looked like they were terrific. The regular zombies were even neater in my opinion because there were so may variations of the regular zombie. It would be hard to count all of them, for sure. All of the zombie designs were pretty neat in my opinion. With all of the different zombie designs in place, it gave the game a much more diverse feel to it as there could literally be any number of different looking zombies of the screen at one given time. The main characters, Barry Zooka, Ninjella, Bavis Tricky, and The Big G (The Big G is actually based off Greg, an administrator at Kongregate.com) which were all well-drawn. Each character almost seemed to have their own personality, an aurora around them that separated them from the opposing three other characters. All of the characters presented in the game had superb animation, whether they were swaying side to side, or falling off a cliff, it was smooth and clean. I loved the look of the soil in this game, especially the shades of brown that made up the soil itself, along with the speck of lighter and darker bits that give the dirt texture. I also have to make note of the art style in comparison to the foreground and the background. A lot of games that I have seen recently have more realistic graphics in the background and then less realistic, cartoony graphics in the foreground. Instead, the artist for this game did just the opposite and had the more realistic graphics in the front and the less realistic graphics in the back. This gave the game a unique look to it in my opinion.
I believe that there was a little, tiny, bit of music when you were playing a level, but it was quickly drowned out by mechanisms in the game itself, such as those noisy blades that sliced and diced through everythingh in their path. I just went back to a couple of the previous levels, where the blades weren’t utilzed yet and the music had this kind of cryptic feel to it as the drums echoed throughout the piece and other sharp-sounding instruments were introduced to make it even creepier! While the music was later pretty much non-existent becuaseo f the excensive use of those blades in the background the sound effects quickly became the star of the sound department. I’d have to say that the sound effects were spot-on perfect and truly do deserve recognition. There were sound effects for everything necessary. For example there were sound effects for firing a rocket, another for when the rocket hit something, whether it was dirt or an enemy, another for when enemies died. There were also more sound effects such as when you, yourself died in battle. You died every time an enemy touched you. The menu music was great, it was more action-packed exciting than the in-game/level music and held an energizing tune to it. I thought that the menu music could also have been a great substitute for the music in the levels, if the users didn’t want sound effects or something.
I would have to say that levels 5-45 were practically the same difficulty throughout. The difficulty ramp actually remained pretty spiky. To me at least, it seemed like every other level was absurdly easy, which required minimal effort to complete. The difficulty ramp was so non-existent that you could practically put levels 5-45 all in a random order and users would have no problem, still, completing the game. I definitely would have love to have seen the levels progress in difficulty a bit. After a while, the levels begin to feel repetitive and dull, because you aren’t exactly being challenged any more, but being run through the same leveled difficulty test over and over and over. The game is definitely not at it’s fullest potential in my mind and I believe improving the difficulty ramp would be the first step to really improving this game dramatically. For me I breezed through all of the levels in a relatively short amount of time. While the entire game itself was fun, I could shake the feeling the the difficulty ramp indefinitely needs to be fixed.
The replay value was decent. I would have loved to see more incentive to come back or to play again, or continue playing, but there wasn’t a lot backing up the incentives. The Kongregate API was established, but there were only two statistics recording. While I understand that, that is all that you really need, I would have liked to have seen some scores being submitted for such things as number of kills, number of enemies killed by knocking them off the screen, ect. All of those ideas would have worked beautifully in the Kongregate API. The two statistics that are showing up right now are “score” and “levels complete” which I personally feel are enough, but it would be nice to see a couple more stats being submitted just to make it a bit more interesting. Besides the Kongregate APi, there wasn’t much to do after you had completed the game. Although, there was a total of 45 levels and if you really feel like it you could spend another afternoon with this game just for fun and all. I would have liked more incentives to be added, possibly in-game achievements, a level builder (that would be fun – and then add a -players’ level pack). Those are just a couple of ideas that I have off the top of my head as of now. Hopefully the developers do attempt to add more to the incentives/replay value parts of the game!
In conclusion, Flaming Zombooka 2 was an amazing game, but had a couple of rather large flaws. All fans of the previous installment Flaming Zombooka will love Flaming Zombooka 2! In review, the difficulty was kind of questionable. I personally could not stand howeasy the game was. On the other hand this is a largely physics based games, if you can adapts to the controls fast you’ll have no problem, but if you’re slow to get in the loop you’ll be left behind and confused. The art was fantastic, I loved the detailed style of the artist. The character designs and animations were terrific and created a lively, active scene for the game. In addition, the music was amazing, although it was easily drowned out by the sound effects, but that wasn’t a bad thing because the sound effects were beautiful and narrated everything perfectly! The difficulty ramp just wasn’t there. Like I had mentioned earlier level 5-45 could have been in any order and users would have no trouble beating the game. I would have loved for the developer to remove some of the later levels and then incorporate more complex and challenging levels. The difficulty was the only major flaw in my mind. Also, the replay value wasn’t too high. The Kongregate API was established, but the statistics weren’t what I’d call something that people will fight over to get to the top spot of. All in all, you have to give Flaming Zombooka 2 a spin!
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