00:00
00:00
Newgrounds Background Image Theme

Sinnymon just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Anaksha Mini Adventures 2"

Amazed by the level of depth in this game. Spent 5 hours playing and not once did it become boring. Loved the dialogs and interaction. Great humor and a great story. Overall fantastic game!!

I'm so amazed with the highly-detailed interactions of the surroundings, and it really brings memories of the old school adventure games. I never played the prequel and stuffs, and I guess I should give them shots.
No problem with the graphic since pixelate is awesome to me.
The story, beautifully AMAZING. I was surprised at where Brad is ...(spoiler), and Anna posses very cool values and personality, a very likable Playable-character.
The story flow is astoundingly fantastic, making me wanna know what's going on next and next, it doesn't get bored half way like some other adventure games, splendid job.
The BGM suits the game, nicely relaxing.
Really love that jazz feeling combined with the modern era environment.
Some people may prefer badass characters, but Anna is just great. I support nice protagonists like this, wish to see more.

Well overall, fabulous!!

I am extremely impressed with the level of detail in this game. I can't examine a wall without finding something new to read. And to think that I just played about 5 hours a game that only has about six rooms and an alley. Wow! I liked the main character, but it seemed odd to me that a girl that's adamant about not drinking would be such a cleptomaniac and out for revenge without getting police involved.

BTW, thanks for the chimp!!!!!

I have to give you some credit. I hate adventure games because most of them are filled with nonsense logic and slowly rubbing things on other things in the hopes that something will happen. This is usually worse with combining items because then you just add also rubbing things together in the hopes that you can then rub them on other thing so something will happen. This isn't the case with this game, largely. There was only one puzzle I was presented with, when I had both the puzzle information and the items in question, that felt like moon logic. The solutions are mostly intuitive.

The problem is that the same frustrations are in here for a different reason. Using the solutions on the right puzzles is easy. Finding the objects that solve said puzzles or finding the puzzles to solve with your inventory chaff is a different story all together. I understand that it's really important to talk to people with this being an adventure game, but there's no indication that a person is "active," so to speak. You just have to walk up to people and hope that, all of a sudden, they have a puzzle for you to solve for them. The best example I have for this is when I was wandering around trying to figure out what to do, interacting with anything or anyone I could to progress the game, until I just happened to talk to the Mini Mart lady. Until this point, she'd offered flavor text and one of those "This isn't important" text boxes, but she suddenly had something for me to do. It would be fine if I had a reason to talk to her other than, "I'm looking for what makes the game go now," but I didn't. That's not good game progression.

The flip side is just as bad where you have a puzzle and not the item. Most of the time, you solve other puzzles that just give you the item in question for no real reason, which is fine if a bit silly. The items that you don't get from that are the issue. The examples I got were the topaz ring and the hairball. I knew to be looking for items that work like that, though what you use the hairball with didn't really follow to me, but I had no reason to look in the areas I found them in other than, "I don't know what to do now and I've talked to everyone." Part of the problem is the game taking place in such a small area. Once you've gotten the message, "There's nothing interesting here," even with "Right now" as part of that just gears your mind into thinking the area isn't ever going to be important. Even if it doesn't, having to come back to areas that previously had explicitly nothing in the hopes that now it will for no apparent reason isn't good progression.

The story is fine, the dialogue is nice, I like the main character, and I like some of the people you talk to. The way the invisible symbol side quest thing work looked terrible, basically having to rub your phone on everything hoping it'd get the symbol this time, but I didn't bother and appreciate that the game let me not bother. If you clean up the progression, the game would be excellent. As is, it's a decent game with some annoying garbage. Good luck with the next one.

This game is BEAUTIFUL, I'm just wondering though do you need to buy a bracelet after you talk to Kurt with the flowers or is it something else?