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Twin Shot 2: Good & Evil

rated 3.73 / 5 stars
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Action - Platformer - Other

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Credits & Info

Jul 28, 2009 | 8:32 AM EDT

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Author Comments

This is a sequel to our original Twin Shot game set in two worlds: Good and Evil.

Use the ARROW KEYS to move around and press SPACE to fire an arrow (keys are also editable in-game). Try to destroy all monsters in a level to progress to the next one.

You can pick up various powerups along the way including invincibility, flying, love arrows... There is also a two-player mode - whoever gets the most points wins the round.

This is also our first game to use the new MochiCoins micropayments system - you don't have to purchase anything to enjoy the game though... there are 50 levels and 6 bonus levels of the main story to play. If you like the game and want more then there are 50 extra levels and a cheats n' treats pack that can be bought using the MochiCoins system. We also have extra player skins which are free. Anyway this is a test of a new system and we would love to hear people's feedback on what they think of the game.



Rated 2.5 / 5 stars


I enjoyed the game i thought it was fun and i enjoyed the concept of it a lot. But the restrictions behind it kind of soured me on it. Which is why i give it 5/10.


Rated 4 / 5 stars


It was easy at first then I got tired of trying to figure out how to shoot and losing my special arrows with one hit.


Rated 4.5 / 5 stars

Great Fun

This game was great, even though I couldn't beat lvl 11. Damn those two headed dogs.


Rated 3.5 / 5 stars

Decent game, Horrible business model.

The game itself was good, but not great. I like your animation and the design of the enemies, both aesthetically and technically. The blobs that keep dividing were especially nice, although the durable purple monsters are annoying -- they're invulnerable too long, and don't really change their tune as they receive damage. The fact that arrows can be used to scale walls or move objects is nice, too.

I disagree with of those below me who think your instructions are unclear -- it's easy to tell the different types of platforms apart, and easy to see what patterns each follow, with or without instructions. Level design is okay, although it's disappointing to be limited to such small levels -- I would have preferred some side-scrolling platforming. The wrap between opposite edges of the screen leads to some interesting levels, but isn't worth the trade-off in scale, scope, and variety in my mind. Powerups are okay, but nothing spectacular or innovative.

Now, as for your new partnership with Mochi games, I've got to give you a big thumbs down. You're essentially marketing your game (along with all of Mochi's crap) for a fee, alongside a myriad of games that are free. Your game is above average, but not exceptional in any way that makes it worth paying for when there are plenty of free alternatives. Some people will probably disagree with me, but most won't.

It's not that I have any problem with your desire to make money -- hell, most of the "free" games force players to watch irritating ads. But I do have a problem with the way Mochi wants to make it. It's not a bad system in theory -- essentially a ripoff of Xbox's Microsoft Points, but the difference is that the things people pay for on Xbox Live are cutting edge, involving countless professionals to produce. Yes, MochCoins aren't as expensive as Microsoft points (800 for $1, instead of 800 for $10, if anyone's wondering), but the locked content still works out to be $5. Yeah, you're selling basically half of your game, instead of an espansion, but let's be real here -- is half of your game anywhere near the amount of content offered in most $10 (800 microsoft points) expansions offered on Xbox Live? And people call those overpriced. Even if the content cost only $1, I'd be reluctant to give my credit card information to an organization as tacky and questionable as Mochi Games.

In addition to the cost of the locked content, you're losing respect by associating yourself with Mochi's way of doing things. Instead of making money in a standard and accepted way, such as advertising, or offering a free, (maybe timed?) trial of a game and links to a full version, you're breaking peoples' expectations. Players want to play your game, but feel shafted when they realize they have to pay to experience the features that enticed them into playing in the first place. In theory, it would seem that such people would be motivated to pay, but in practice, it just pisses a lot of people off.

I feel like the people at Mochi (and you, by extension) want to rope people into things. "This is a sequel to our original Twin Shot game set in two worlds: Good and Evil," well, no, it's not. I only saw one world, and wasn't very enthusiastic about supporting the guy who bait-and-switched me so I could see the second. The "free" skins? They require you to sign up with Mochi and be subject to horrible spam mail. That's an investment of time up front, and irritation later -- not free. It's even worse when scores are tracked and affected by the unlockable content. In a recent Mochi zombie game, they wanted me to pay $1.50 for the privilidge of using "continue."

If you want to get paid for making games, find a more honest way to do it. Your can't grow as a business if people don't trust you. You're only getting 60 percent of the money from this anyway. Think about hosting games yourself and using ads for money, or offer free trials, and charge $3 for full games via Paypal. You'd make more money, and wouldn't be damaging your reputation in the process.

Lots of people find this review helpful!


Rated 0 / 5 stars


I'm making a note here.

In this case the cake was a lie. This is newgrounds, and you've made a flashgame.
We're not paying you.