«What sets this apart from
other bullet hell games is that it is actually a twin stick shooter, or rather, a twin stick vertical hybrid.»
Not exact matches
Overall if you found yourself logging hours into Issac, or any
other bullet hell top down shooters you'll like this
game.
Like many of Cave's
other games, DeathSmiles II is a
bullet hell shooter, and the holiday theme is a backdrop, a backdrop that allows players to be transported at any time to Cave's version of Christmas.
This sequel has the same basic idea: a 2D side - scrolling action platformer that, while it has influences from all the aforementioned
games, is also reminiscent of
other old school classics such as Contra and Metal Slug, as well as newer
bullet hell shooters.
On the
other hand, the racing elements that it brought to the
game were actually kind of fun for the most part, but this element is underused and, similar to the
bullet hell moments, distorts the identity of the
game from being a platformer to now being a racing
game.
First Person Scholar brought us Mark Johnson's analysis of
bullet hell game Warning Forever and how its design inverts many aspects of the genre and plays purposefully with
others.
Dodging, shielding, reloading, and shooting are all timed well with each
other and despite being an FPS, these mechanics feel well - translated out of classic side - scrolling
bullet hell games.
The
other major addition is the inclusion of a few extra levels which puts the Story run time to over an hour making it one of the longer
Bullet Hell games I have played.
Although in
other bullet -
hell games the enemy usually only fires at you when you get close, Score Rush has constant firing at all times.
Other bosses resemble the Mavericks of early X
games,
others still unleash a «
bullet hell» on you, and yet another resembles Harpuia (or Tornado Man, for you Classic fans).