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Reviews for "The Necronomicon 2.0"

Still very much the same

Not much change, a few extra cards, a few extra modes. Still get owned all the time, sanity is still overated (the only drawback you get is megalomania, wich is a countdown to game over.. the others are of little nuisance)

Cards are kind of nice looking, but stil too small to read without clicking them.

But meh, still, its fun and well made.

Um...

Not very different, felt exactly like the last game, just with different card pictures and a few new card effects here and there. Overall good game and the challenge mode is pretty entertaining.

neat game

wish i did understand it alot more tho =[

Not bad

Not a bad game man.
Sometimes a bit hard, repetetive and sometimes a bit boring.
The gameplay is good and i like all the cards i can use.
I am not in love with card games so that is a point why i don't vote 10.

feel lucky today ?

The game's a nice idea altogether, makes me want to replay the "real" cthulhu game :D
But the balance of card effects has to be worked on. The whole system as it is right now is almost reduced to base on luck. For example - the challenges. You have 10 life and need to fight an opponent with 4 times as much. You start, have no healing card, your opponent plays a card giving you a 14-damage-clout, you die. Happy end. The challenges are ridiculous. The main game presents itself better - but still you need to rely on your opponent's stupidity. I love to see, when I force him to discard a card he could have used some turns before to defeat my ass.
What I also consider a bit unbalanced is insanity. In my opinion Xenophobia is a blessing compared to Megalomania. Who needs a weak monster, that doesn't attack, if one can just toss around spells doing far more than 10 damage? - without fearing insanity costs of course - because it can't get any lower than -10. I would employ MORE side effects with advancing insanity, whatever, but NOT just stop counting at -10. Or stronger monsters, maybe some which cannot be banned. Whatever, just something to restore balance and strategical thinking.

p.s.: in "CoC: dark corners of the earth" you don't stop being insane at a certain level. if it's to much, you commit suicide.

Plowking74 responds:

Committing suicide when really low sanity is a game idea I had from the beginning, but I never added it because getting the CPU to play effectively and not just send himself insane was requiring too many programming conditions.

The new game will be more tactical, and will have a deck editor as well.