Strike Force Heroes 2
The explosive sequel to the hit game Strike Force Heroes!
3.95 / 5.00 11,649 ViewsObsolescence
Defeat the enormous mechanical beasts--and become one of them.
4.04 / 5.00 50,714 ViewsLog in to save your medals! Don't have an account? Create one for free!
Attack your enemy with tentacles. As your microbes grow their attacks become more and more powerful. Sometimes your enemies are more powerful than you, but they can't compete with your clever tactics!
9 medal - fixed..
UPD: Tentacle Wars. The Purple Menace is available at www.newgrounds.com/portal /view/564749. New levels, new enemies and more than 250 levels created by community
Reviews
Rated 4.5 / 5 stars December 7, 2010
I am disappoint
There was no Cthulu and no Japanese hentai porn.
It was only another boring base conquering with numbers game, except you have additional tactics involved with tentacles having to grow over, adding a new subtle, yet noticeable twist to the game making it familiar, yet still unique. It could have had better music and maybe a few other icings on top, but that doesn't really count towards gameplay, which is already solid with those games.
Also, lacks Cthulu and/or Japanese hentai porn. I totally ain't kidding.
Rated 5 / 5 stars December 7, 2010
Very Good!
I found it awesome... not too hard too understand, good graphics etc.
Rated 3 / 5 stars December 7, 2010
Simple
I played the first 17 levels, and I can say 2 things: It's too easy and the level 17 is imposible xD
Rated 0 / 5 stars December 7, 2010
Directions please
An interesting concept but I got no idea how to play. how do I work this? please respond
Rated 3.5 / 5 stars December 7, 2010
How to turn a fun game into a frustrating one...
It's been said that the best video games combine a planning challenge with an execution challenge. If that's true, then it follows that the one surefire way to ruin a game is to cockblock the player from both planning and executing his plan. Tentacle Wars is that game. Let's go down the list:
- Start with a totally new gameplay concept so the player isn't familiar with the game's verbs or interface. (Or at least rip off something you saw on Kongregate.)
- Don't include a tutorial. After all, a walkthrough is pretty much the same thing, right?
- Use obscure level names that seem to hint at the level solution but don't really mean anything unless you already know the answer.
- Carefully balance the gameplay so that even a moment's hesitation will force the player to start over.
- Make as much time as possible pass between the player performing an action and seeing the result of that action.
- Don't even bother writing up your walkthrough, just record yourself beating your own game and then put it up on youtube. Everyone knows there's nothing more fun than watching someone else play the game you wanted to play.
- BitmapData display programming is the fastest way to improve performance in flash, so don't use it. Instead, use MovieClips! That way flash will randomly hang for a split second every so often on some systems, causing the player to mis-time your clicks.
-Restrict the player's gameplay options to a single correct answer in the later levels. Make sure this solution is as obtuse as possible. If you must throw the player a bone, for example by altering the level over time so that a secondary solution becomes feasible, be sure not to tell him that's what you're doing so he thinks it's a glitch.
- Give the second-to-last level some pointless busywork at the beginning so that every time the player dies, he has to go through the hassle of executing the same 4 or 5 obvious opening moves again and again.
- Make the final level insultingly easy. Hey, it worked for Halo 3!
-Tack on a story, literally, so the player knows what's going on right after he finishes completely beating the game. If you can't think of anything original, just quote some famous author.
If, despite all of this, your game has nice graphics, a novel gameplay mechanic, a satisfying difficulty curve, and a quick way to retry when you lose, your game might actually end up being good in spite of itself.