[EGD] Review #100 - Killing An Immortal By Lordeldar!

Review by creatingames on Sunday, July 16th 2017
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Click to play Killing An Immortal

Killing An Immortal is a game created by lordeldar

Introduction:


Hello, and welcome to my 100th review. Today, I will be reviewing Killing An Immortal, an arcade game made by lordeldar, which has been entered for EGD. Lordelar has made a lot of featured games over the last few years, especially using the shooter creator. However, only a few of these have been made using the arcade creator. I've barely played any of his arcade games before, but from what I've heard, his arcade games have been pretty good, as he has picked up a few featured games from them, so I was expecting a pretty decent game coming into this one.


Review:


Killing An Immortal is a fairly fast paced, action packed with a reasonable amount of challenge to it. There are a variety of different enemies and original sequences which require you to defeat enemies in order to proceed to the next part, which which pretty interesting and some that I hadn't seen before, although I haven't played too many arcades before. Regardless, these sequences along with the boss battles provided some action packed, challenging battles which were intense and kept me interested in the game, and some of them had a fair puzzle element of them as well, with switches being activated which could throw up some quite unexpected things. The boss battles provided an intense, and a quite challenging experience, with some puzzle element behind it which made the boss battles more interesting and original than just a standard boss battle, and were very beatable and they involve the player to find the route in order to defeat the boss which may not be so simple, so requires the player to use their brain as well as skill to defeat the boss battles. A few of the enemy sequences were intense, as for instance there was a sequence where enemies would appear once others had been defeated, whilst you have to avoid spending too much time on the weak blocks before you fall into the green acid. However, as much of some of these sequences were action packed and challenging, in the end I lost the game someway through level 4 as once I had defeated one of the red enemies, which I don't know what they're called because I've never made a proper arcade game, I believe it was impossible for me as I think I was supposed to jump on to it get to the next part. This wasn't obvious I was meant to do this so this could have been improved somehow, maybe some sort of hint would have been required. If this wasn't what I was supposed to do, then clearly it wasn't made clear enough what I was meant to do in this situation. It was also quite frustrating how quite a few times in the game I had to lose a life as I had to figure out what to do in some of the puzzling situations in this game.


As I've previously mentioned, Killing An Immortal is an action packed game, and this is all down to the amount of enemy sequences and a variety of enemies in place, which were different each time. The boss battles provided a challenge for the end of each stage as they were intense and had a puzzle element behind them. A lot of this game had a fast, quick movement theme about it because there were a lot of enemies which would pose a threat to the player. I was kept playing this game right until the moment I lost the game because it was a fun action, packed game which kept me excited because none of the enemy sequences repeated themselves and all provided a new, challenging experience.


Killing An Immortal is also quite a challenging game. Although there were a lot of instances where I may have lost a lot of health or lives, because of the challenging and intense enemy sequences and boss battles, this was made up for with a fair amount of lives, health and checkpoints added in. The puzzle element behind some of the enemy sequences and boss battles also contributed to the challenge in this game. However, in some places in this game, I feel as if there was quite a lot of health and lives added into it. For instance, the boss battle at the end of level 2 was a challenging boss battle, but for me, there were far too many lives added in, and I think there were six, and I only lost two lives. For me, this kind of made it pointless having the boss battle as you were never really going to lose on it because there were too many lives dished out. Also, in Level 2, stage 3, I found some of the sequences quite challenging and too difficult seeing as it was quite early on in the game, and the first time of playing I actually lost at this point. I don't really understand why there were so many more lives added to the boss battle in stage 4 and not so many lives added in for stage 3, as for me, stage 3 was much more challenging.


The placement in this game is generally decent. As I've said, there were a variety of enemies in this game, and none of the placement was sloppy and everything in this game works as required so it has clearly been tested well enough. In addition, there was also a nice amount of scenery and story line implemented in to the game. As previously mentioned, I do feel as if some more health or lives should have been added into level 2, stage 3, and in stage 4 in the same level, I do feel as if there was an overload of lives for the boss battle. Also, what I didn't really like about the enemy sequences in stage 3 was that in some cases, I feel like there was a bit of an overload of enemies. The red enemies with spikes were pretty annoying as they seemed to always be on top of the standard green enemies which are pretty easy to kill, but when I went to jump on them I would lose health from the red enemies at the same time. Also, at the time in stage 3 when I would need to defeat the big green enemy, the red birds were consistently getting in the way, and it was actually harder than it really needed to be to destroy the big green enemy. Maybe this sequence could have been spaced out a bit more. There were also multiple occasions where parts in the game required quite big jumps or you needed to be quite fast before the green leaf ladders would disappear, and it got quite frustrating and repetitive having to go over it many times to get passed, but at least the consequence was time and not health for this.


Ratings (Out of five):


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Conclusion:


In conclusion, Killing An Immortal is a feature worthy game made by lordeldar, which I am almost certain will get featured for EGD, and I think would even be feature worthy if it wasn't for EGD. This is because this arcade game is action packed, provides a fair amount of challenge and has some original enemy sequences and boss battles implemented into it. For me, I don't think it will win EGD as I don't think it has enough of a 'WOW' factor to it, but I think it provides strong competition for the arcade category and may push for a top 5 place overall.

 
 


Killing An Immortal Reviewed by creatingames on Sunday, July 16th 2017. [EGD] Review #100 - Killing An Immortal By Lordeldar! - A game review written by creatingames for the game 'Killing An Immortal' by lordeldar. Rating: 4