To begin staving the assault on your domain, you must first mix different combinations of red, yellow, and blue ingredients to make your defensive concoctions. The tutorial that begins on your first play through will introduce one color at a time, but after that all colors are always available. Clicking the plus buttons near your alchemical storage tanks will add one unit of the color you desire, and each potion can have up to five units worth of ingredients, with more powerful and costly potions requiring more. You can mix a potion randomly with the random "dice" button or use the on-screen plus and minus buttons to experiment. You can also save up to four potion mixtures, which manifest as additional buttons on screen, and which are essential to quickly recalling useful elements of your arsenal.
Attacking is a simple matter of holding the mouse button, dragging to aim, and releasing to deliver your deadly payload unto your innumerable foes. You earn cash by defeating your boney and scaly enemies; the more of whom fall to a single attack, the more cash you make. Between waves, a "shop" screen allows you to purchase color refills, upgrade the quality and potency of your potions, and repair and upgrade your defenses. You can also buy refills and upgrades during waves, and can easily buy refills in the midst of repelling the enemy onslaught with minimal distraction. Once enemy units breach your defenses, the game is over, so keep on mixing and firing!
Analysis: Potion Panic 2 improves on its predecessor in almost every way while maintaining what was fun and novel. A handy dotted arc indicating the path of your alchemical projectiles makes aiming much easier, and there is no longer a reload timer to slow down gameplay. The crude, though somewhat-charming, artwork of the original is replaced with more polished graphics, and while the animations are a little rough, they have a Saturday-morning-cartoon vibe that reminds me of The Curse of Monkey Island. The soundtrack is serviceable in setting the light, fantasy mood, and the sound effects usefully indicate the types of potions you launch and the types of creatures that are approaching, particularly useful to alert you to when the fast-charging minotaur attacks.
Experimenting with potions remains the heart of the game. There are four types of potions: rocky or shrapnelly solids, sticky or corrosive liquids, noxious gasses, and burny, burny fire. The tutorial gives some idea of how combining colors yields different varieties of these four types, but the joy of the game is in experimenting with combinations and discovering what eldritch mixtures they yield. There are a number of possible strategies to deploy, and your particular strategy will vary depending on the potions you discover.
One major change in the game affects how ingredients are mixed. In the original, dragging pull-chains adjusted how much of each color your potion used on a scale of one to a hundred. Now you add and subtract up to five units of color to create your arcane concoctions. I am of two minds on this new system. The old way made it easier to adjust your mixtures on the fly, while the new way makes it much easier to make new potions and to keep track of how the different colors interact. Given that the potion-saving feature is also much-improved, making minute adjustments less necessary, I consider the new system an improvement overall.
The upgrade system is also now much more intuitive and better integrated into the game experience. Unfortunately, the upgrade menu highlights what for some will be a major sticking point against playing the game. The "Premium" shop allows the user to buy, with real currency, various upgrades that are not available in the free, core game, using "Mochi-coins" purchased via the Mochi-ad network. To me, most of these upgrades seem like nice but unnecessary enhancements to the core experience. The major exception is the "Guardian Angel" upgrade, which allows users to continue a wave after losing. In other words, you must purchase the ability to continue in-game. This is particularly bad because the final wave 30 boss requires a bit of clever experimenting with different potions to defeat. By the time you figure out what to do you may have already lost, and without paying up you have to restart from wave one.
I have no problem with buying in-game content, so long as purchaseables are not necessary to winning the game. I believe Potion Panic 2 skirts the line of what is acceptable. It's too bad, because it's otherwise a great improvement over an excellent concept. I still recommend trying it, as it is still possible and worthwhile to play for free.
I've found that light Foam works well
3 Yellow, 2 blue
I was so freaking offended by the pay-to-play and the facebook connect that I stopped playing and will never play that game again. Too bad.
Facebook connect alone would be fine but it somehow feels dirty and obnoxious alone side with the mochi trash
the only reason we play online games is that they are free. mochi=communism
What I found good
Flowing fire
Spreads out and good duration
RRYYB
Thick Tar
Halts everything on the ground
RYYBB
Flammable Gel
Explodes on fire... stack a few of these on the ground to overkill
Light foam
Almost Instakill
Good vs Air (note that Heavy foam is not as good as light foam)
YYYBB
Violent Fragments
Good vs Air
RRBBB
Bugs
You can throw as frequent as you want
1.Hold down your left mouse button
2.Use pause (p or esc)
3.release.
4.Unpause
5.Goto to step 1
Useful pots: Yellow, red for some purple aciddy thing, All 3 is a small fire (kinda worthless, but if used to hit airborne enemy, splits into 5~8 flames) And 3 red, 2 blue for rock burst. When the enemies reach your wall, its nearly impossible to kill them as you can't fire through your wall...
I found RRYY to be enormously useful. Naptha FTW. Fire it and detonate it in midair- it scatters pools of acid on the ground. They stay for about 15 seconds and they kill anything that enters.
Thanks for the review - it's fantastic.
To be clear, we aim to make all our games 100% playable, winnable and fun without any purchasable stuff. If it seems like you have to buy things to win the game, then we have failed in what we set out to do.
We thought a lot about whether the final boss should be easier or more obvious how to beat them - in the end I guess we needed to make it clearer that each head was only vulnerable to 1 type of potion.
As for the negative comments about Mochi - it's a shame to be so close minded about it. Again, the purchasables are meant to be 100% optional and for those fans who truly love the game and want a little more out of it. The Mochi team aren't some spam ad network looking for a quick buck, they are a creative and hard working team based in downtown San Fran who have created loads of developer and site publisher friendly services. In my opinion they have done a heck of a lot to help our fledgling flash games industry move beyond the enthusiastic efforts of a few part timers, to a point where there are teams of independent developers all around the world who produce high production quality original stuff - and kept it free for the most part.
Stephen
ninjakiwi.com
I got a good recipie early and just rode that to victory...
i stumbled apon the 3 yellow and two red... that makes acid.. you fire it at air stuff and it drips down on the creeps below.... killed pretty much everything.
Light foam is the answer to everything except the final boss. It kills anything in one hit, Including air, then sticks around and kills the next few things that go through.
Thats all you need.
*sigh* NinjaKiwi's games seem to load as you play, and this is good as it means no waiting time. Unfortunately.... If you have a slow connection, you are SCREWED. It usually stops working after a few seconds. Im on a wireless plan, and played this game earlier today with no problems. However, a couple of minutes ago I ran out of internet, and the game locked up. Oh dear. Ah well.
i really like games, where you combine stuff to make new stuff, but i didnt feel there was enough time to try and experiment because of the oncomming horde of whateveryamacallits. but still fun, i stopped playing when i used all the combonations
I like the concept. The problem is there are a couple of potions that are singularly useful, and you can get through the game using only those. If you had to be using 2 or 3 different types of potions regularly then the gameplay would improve, but as it stands you just experiment until you stumble onto one of the uber potions
light foam is probably the best one
which would burn you through the entire game easily. I can see all kinds of tactical complexity and depth that could be utilized, and it is all completely unnecessary because of these few potions.I'm not saying that it should require you to utilize all of this, though a hard mode where it is necessary would be good, but a single-potion answer is too simple.
Everyone likes light foam (and it is good) but I liked the thick treacle acid even better. Just hit air dudes with it and it drips onto the guys below. Some other good ones for ground troops but the thick treacle acid (or any acid really) was pretty unstopable...I think you could win the game with that. Road tar is useful too. Anyway, fun, but aside from the end boss it needed more ways to vary your strategy (and more than 4 save slots! and save slots that said what they were!)
ok mochi=america
Hey Stephen, thanks for responding.
I just wanted to clarify that I and the JIG team actually think that Mochi-coins and other micropayment systems are great for casual games. As you say, it is a way for browser games to be profitable, which allows professional teams to produce high quality games. This is a boon for players and developers of online games alike.
Our specific concern was how Mochi-coins were implemented in this case. The final boss will likely take many players several attempts to defeat, and since the ability to continue a failed level must be purchased, the player must either pay, or replay 29 waves for as many times as it takes to defeat the boss, or give up. While it is true that the ability to continue a failed level is not essential to beating the game, we believe it's absence detracts significantly from the quality of the experience.
To then ask the player to pay to make up for that absence, we feel, is not an appropriate use of micropayments. Micropayments should add to the game experience in novel but inessential ways, not restore a key feature that was deliberately withheld. It is too bad that this issue should distract us from what is otherwise a fine game.
No offense, but Mochi coins are the worst idea anyone has ever come up in the history of the internet. They actually end up being more of a waste than you'd think. If the developers will bother to make extra features to make the game fun, people should at least be able to use the features without making some account and buying online currency. Nobody bothers to buy them, and the games that would normally be popular and entertaining are forgotten underneath the massive pile of free, fun games. The entire point of online games is that you do not have to pay for them (other than the electrical and internet bills). Unfortunately, all games eventually will have Mochicoins implemented into them. When that day comes, I will smash my computer with a bloody spiked mace until it is impossible to identify as a computer, defenestrate the remaining flakes of metal, cook them at 400 degrees for 1 hour or until they are golden brown, sprinkle salt on them and eat them.
Andrew, start smashing :-)
Seriously while I'm no big fan of payment plans, don't know what I really prefer most. You must realize that internet+electricity bills don't get the games developed.
There will always be free games to play.
And the ones that want you to pay will be competing with them for your time and attention.
Okay, after reading the developer's response here, I decided to give the game another chance since the pay-to-play was ostensibly limited to extra, non-essential features and the game was essentially fun.
But Mike's analysis is spot-on. The boss monster is a unique animal, and the time is limited to figure out which recipes will defeat it. It's simply not possible to do the first time through.
Players who pay for the premium "Guardian Angel" feature will have as many tries as it takes, and players who do not must play through all 29 previous waves before having another chance.
My first impression was that the game was a bait-and-switch: "We're a fun casual game! Hooked yet? Now pay."
And that impression didn't change after giving the game a fully chance. Sometimes first impressions are accurate.
I haven't gotten to the final boss quite yet, but something tells me it's the only thing in the game that isn't easily crushed under a torrent of light foam.
And I'm also guessing that the only reason that's the case is so the devs can have the tiniest hope that someone will waste money on MochiCoins to beat it. The entire game turns out to be just an advertisement for an imaginary product. It's kind of absurd.
Honestly, why not just get a publisher if you want money this badly? The game's got a solid concept behind it, unlike the MochiCoins system.
While I do agree that the ability to continue after a failed wave should be free, i very much agree with many flash developers using mochi-coins, becouse of the extra momey that provides them, giving them continued interest in making flash games. Making these games is not easy, so others shouldn't complain when developers use their own cree time to make games, instead of going to a longer, better paying job.
could anyone post what each of the bosses heads is vulnerable to? It sounds like it's what most of the gripe is about....
Mike, we agree that the Guardian Angel should be free - so we've done just that. We don't like to mislead players, even unintentionally.
The first game to have this "pay for continue" was SAS: Zombie Assault 2 which worked much better because of the faster paced nature of the gameplay and the different strategies you could try if you started the game over multiple times.
We can't do anything for the people who have already paid for the upgrade except say thank you.
To Kill the end boss:
Potion 1: BYRRR (Large Burning Bolder)
Potion 2: YYBBB (Deadly Flowing Gas)
Potion 3: RRYYY (Very Thick Treacle)
Potion 4: RRBBB (Violent Fragments)
Well, I think the game was fairly fun and entertaining. Easily an addicting game. But they need more levels. I just bought the spiked wall first and then flames and so on. But I must say, not as much as Bloons.....
I found a useful formula: huge explosion.
BBBBR It's got a huge area of effect :D
all recipes
R—SMALL BOULD
B—LIGHT GAS 1
Y—LIQ.ACID1 F
RR—BOULD
BB —LIGHT GAS 2
YY—LIQ.ACID2
RBY—BURNSMFRAG
RRR—LARGE BOULD
BBB —LIGHT GAS 3
YYY—LIQ.ACID3
RBBY—FASTHOTFIRE
RRRR—HUGE BOULD
BBBB —LIGHT GAS 4
YYYY—LIQ.ACID4
RBBBY—CONFLAGRATION
RRRRR—GIANT BOULD
BBBBB —LIGHT GAS 5
YYYY—LIQ.ACID5
RRBY—BURNFRAG
RY—SUPTREAC.ACID2
BY—DENSDEADGAS2
RRRBY—BURNLGBOULD
RB—SHARPFRAG
BBY—POTFLOWGAS
RBYY—STICKY TAR
RRY—SOFTFLAMCLUMP
BYY—HEVFOAM
RBYYY—ACIDTAR
RRB—LARGEFRAG
BBYY—DENSDEADGAS1
RYY—THICKTREACACID
BYYY—RUNNYFOAM
RBB—MEDEXPLODE
BBBY—DEADGAS
RRRY—HEVROCKCHUNK
BBBBY—MEDLIGHTGAS
RRRB—SMBOULDCLUST
BYYYY—FOAMYLIQ.ACID
RRYY—SPTREACACID1
BBYYY—LIGHTFOAM
RRBB—LOTSHARPFRAG
BBBYY—DEADFLOWGAS
RYYY—TREACACID
RBBB—LGEXPLODE
RRRRB—BOULDCLUST
RRRRY—HEVFRAG
RRRYY—FLAMGEL
RRRBB—MEDFRAG
RRYYY—VERYTHIKTREAC
RRBBB—VIOFRAG
RYYYY—THIKACID
RBBBB—HUGEEXPLODE
my favorite is large burning boulder
3red 1blue 1yellow
The RRYYY Acid thing:
You can click over a hoard of enemies after launching the potion to make acid rain!
You can block enemies on the gorund then the game is pretty easy. The block will stay for some nice time so you can wait for many enemies to gather, then throw 4x flamable gel and explode it with fire for example.
Block the enemies on the ground, take care of the air. Block again...
You can even block the final boss. That way you have lots of time to find out how to kill it.
YYBBR
cheat 4 best shots
I found a pretty cool combo!
This first part is optional: you can use RBYY (sticky tar) to keep all your enemies clustered together.
Then lay down a few RRY (soft flammable clumps). THEN throw a BRY (small burning fragments). It will make your flammable clumps EXPLODE and kill a bunch of enemies at the same time giving you a good kill combo!
I like it because the color combos are kind of small so it doesn't use up all of your potions.
Everyone is Fussing about purchasing the gardian angel.... Did anyone even look at the price? It was free. I already had an account with mochi - which was free by the way- went and looked at the premium stuff and that was free... nothing else was though.
on another note I like the explosive rocks... airburst to get 8 kills at once...
the recipe yellow x 2 red x 2 and yellow x 1 is very damaging.so is blue x 3 and red and yellow x 1
I know someone already posted this and I take no credit I just couldn't read it very well so I've typed it up better.
Here are all potions:
R-SMALL BOULDER
B-LIGHT GAS 1
Y-LIQUID ACID 1
RR-BOULDER
BB -LIGHT GAS 2
YY-LIQUID ACID 2
RBY-BURNING SMALL FRAGMENTS
RRR-LARGE BOULDER
BBB -LIGHT GAS 3
YYY-LIQUID ACID 3
RBBY-FAST HOT FIRE
RRRR-HUGE BOULDER
BBBB -LIGHT GAS 4
YYYY-LIQUID ACID 4
RBBBY-CONFLAGRATION(very good on land)
RRRRR-GIANT BOULDER
BBBBB -LIGHT GAS 5
YYYY-LIQUID ACID5
RRBY-BURNING FRAGMENTS
RY-SUPER TREACLY ACID 2
BY-DENSE DEADLY GAS 2
RRRBY-BURNING BOULDER
RB-SHARP FRAGMENTS
BBY-POTENT FLOWING GAS
RBYY-STICKY TAR
RRY-SOFT FLAMMABLE CLUMPS
BYY-HEAVY FOAM
RBYYY-ACID TAR
RRB-LARGE FRAGMENTS
BBYY-DENSE DEADLY GAS 1
RYY-THICK TREACLY ACID
BYYY-RUNNY FOAM
RBB-MEDIUM EXPLOSION
BBBY-DEADLY GAS
RRRY-HEAVY ROCK CHUNKS
BBBBY-MEDIUM LIGHT GAS
RRRB-SMALL BOULDER CLUSTER
BYYYY-FOAMY LIQUID ACID
RRYY-SUPER TREACLY ACID 1
BBYYY-LIGHT FOAM
RRBB-LOTS OF SHARP FRAGMENTS
BBBYY-DEADLY FLOWING GAS
RYYY-TREACLY ACID
RBBB-LARGE EXPLOSION
RRRRB-BOULDER CLUSTER
RRRRY-HEAVY FRAGMENTS
RRRYY-FLAMMABLE GEL
RRRBB-MEDIUM FRAGMENTS
RRYYY-VERY THICK TREACLE
RRBBB-VIOLENT FRAGMENTS
RYYYY-THICK ACID
RBBBB-HUGE EXPLOSION
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