Name: | Akogare 2 |
Author: | Mega |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 29 exit(s) |
Type: | Kaizo: Intermediate |
Description: | Over two years in the making this is the sequel to my first solo hack. This time around I've gone with a mostly vanilla experience with a nice coating of sprite disassembly to spice things up from last time. It features: - 29 exits including 3 switch palaces - Custom music - A handful of secret rooms - Another handful of 1-ups hidden in some sneaky places - hand made backgrounds The pressure I feel from the expectations after my first hack are something I've never felt before, however it does not deter me. In the end I know I am proud of what this project has become and that is all I need. Play at your own pace, not every destination is a race, take stretch breaks and enjoy. --- V1.10: A lot, read the changelog included. provided a track list for the songs in the hack and where they play. Main changes: Level Tweaks and redesigns, palette and background updates for gameplay experience, fixed a crash for snes classic users. |
Tags: | asm exgfx music |
Comments: | 44 (jump to comments) |
Rating: |
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2.69 MiB | 4,992 downloads
Comments (44)
Seriously, this is impeccably designed and beautifully polished. Fantastic hack!!!
Setups are not always obvious what I really enjoy in a romhack and even the obvious ones are very interesting.
I feel like this hack is very underrated compared to Akogare 1. Had a blast playing it.
I also appreciate the extra love & care that went into aesthetics. The entire game is cohesive with callbacks to itself and the prequel. I'm sure fans with keen eyes will appreciate it as well.
5/5
Thank you!
I did find some parts of the game visually overwhelming. The game is gorgeous, but sometimes the widely varied, highly saturated palettes and bright backgrounds made it harder to identify the surroundings. This compounded some potential confusion with the modified sprites behaving in new, unexpected ways. Much of it looks great, and it all clearly had a lot of thought and work put into it. It's just a bit much in places in my opinion.
A few setups seemed to have some moving pieces that made things confusing or overly particular, when more stationary obstacles would have sufficed while being more visually and mechanically clear. In the cases where this was a problem, it was often compounded by confusion from a combination of busy visuals and custom sprite behavior. Not a huge or game-ruining thing, but one that stood out on a few tricks throughout.
Overall, a very good game that clearly shows all the time, care, and work that was put into it. Well done.
There also seems to be a very recognizable level design, which isn't bad when it comes to having a cohesive romhack (
Overall, though, I still enjoyed it, even after a certain level towards the end took way longer than anything else. 4/5
However, there was obviously a lot of effort put into this and I had a fun time playing through it.
Difficulty upper-intermediate; quality 4/5.
Sometimes it's koopas, sometimes it's fishes, sometimes it's mechakoopas, but in the end it's the same gameplay.
The difficulty here isn't as much tight platforming or item tricks, but learning the movement required to proceed. Reminds me of the romhackraces type of challenge, where the skill often comes in how well the player reads and solves that 'movement puzzle'.
Fun times. Also
Highly recommend, a must have experience for kaizoholics