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Reviews for "Sanguine 2"

Despite all the reviews i thoroughly enjoyed the game a very nice reminded of the slow animations of castlevania, at least the classic ones. Whether the slow animations were intended or not i have no clue, but still managed to get about each level. the only real problem i had is the air attack which is fine but half way through it stops the millasecond you hit the ground, that can be fixed and u should let it go through for the effort that one has to put in to line up that kind of movement and attack to land. Either way my only complaint, great game great music and a very sound color pallet ;D

it's a great game, but I can't figure out the last orb for the haunted house. I've got the blue ,purple, orange, and yellow. if anybody's feeling helpful it would be much appreciated.

I like it, but it lacks of something that guides on what to do or where to go

RayBeckham responds:

Without overhauling the game, what would you like to see?

Great game!

Some stuff:

Enemies should not shoot me when they can no longer see me.
movement precision could have been better.
The way you have chosen to punish the player for deaths is bad. I have no intention of climbing the walls over and over again.

RayBeckham responds:

The thought process with human behavior is that you don't want to be seen, period. If a guy sees you, jump, flip, and get over his shots and grab or attack him! I don't want the player to have to sit back and reset an encounter over and over, I want them to advance in the game and be more aggressive once they've been seen.

And it's hard. You get shot up pretty fast, which gives you more incentive to be careful and cautious against your own instinct to go as fast as possible. To me, this is just a very human nature that also embodies my game character.

But if they just shoot into walls and can't hit you, then you still have to either get far enough away to reset them or you still have to jump through the bullet storm. If they forget you exist, then any time there's a wall or a floor or section of terrain, they'll constantly be forgetting you exist as you move around and that seems really silly. It also would cause enemies to stop at different times and it could cause them to become synchronized in such a way that they are impossible to get past without doing a hard reset.

To keep it simple, it is the way it is. Don't get caught, and if you do, it takes some really good maneuvering to get through multiple guys shooting at you. Or you can run away but that takes more time and isn't as thrilling.

===

There are big skulls hidden in the game that produce infinite souls that you can use to quickly recharge back to 10 lives. They are always in secret levels "hidden in plain sight" on the overworld map and are also sometimes hidden in the regular levels as well. Scythes also generate souls when you kill humans with them.

I wondered if I should give the player back all their lives when they recover from death or not, but I thought this would make exploring and interacting more interesting. It also discourages players from simply dying at 1 soul/life left just to get back to 10 faster. The trade off is, some people may not discover or be aware of the infinite soul spawners. And that's why I have the little critter on the map who seems to disappear into the little woods location, to try and show players that there are inconspicuous levels out there.

I could just do the safe route and hold the players hand and ensure that 1 out of every 100 people don't have this problem, but I think it would make the game less interesting. It's just my opinion, but since it's my game that's the choice I went with.

I for one thought this was a phenomenal sequel to an equally phenomenal game. I remember playing the original Sanguine and loving the proverbial shit out of it! Funnily enough, I couldn't remember what it was actually CALLED until seeing this sequel!

I thought that the music and sound design in general was excellent. It felt like I was actually playing a legit retro platformer. A hybrid between Castlevania and some other platformer except one with an overworld map. Not Mario 3. But something! Actraiser? I don't think it was on the NES but it reminds me of Actraiser and that's always a good thing!

It's got a decent challenge with a reasonable difficulty curve that gives you time to learn what different things do. How to navigate, what pick-ups do what, how to find secrets, etc. All in all, I felt it was very fair and a good experience.

That being said, I do have one major gripe with the game and that's the controls. They're mapped in a perfectly reasonable way, that isn't the issue. The issue is that they're very 'loose' and floaty. Jumping puzzles are always difficult (for me anyways) and they aren't helped by slippery ground and ultra-floaty jumps. The intro level alone killed me several times due to the ludicrously narrow margin for error and the controls during the cave section. I'd be fine with everything if not for that!

It's a solid game that's a total blast to play, but it really oughta control a bit tighter ya know? I give it 3.5 out of 5 for now, but it can be easily improved to a 4 or a 5 with some tweaking of the controls. I'm glad to see one of my favourite flash games getting a sequel if nothing else! Keep up the good work.

Rambo Platypus, out.