Twin Dragons
jump'n'run with 2 dragons, 4 levels, control->cursor-keys
Status | Released |
Platforms | HTML5 |
Author | Bardon |
Genre | Platformer |
jump'n'run with 2 dragons, 4 levels, control->cursor-keys
Status | Released |
Platforms | HTML5 |
Author | Bardon |
Genre | Platformer |
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Twin Dragons : Dev Duel 2024 Game Review by PlayFlashGames
Creativity : 5/10
The concept behind Twin dragons is quite intriguing. I very much like the idea of controlling one dragon (green) while the other (red) follows. It offers a unique dynamic that could have if polished set this game apart from typical platformers.
At its core, the game follows a simple and traditional side scrolling platformer formula where progress is made by moving further to the right. This linear gameplay isn’t a bad thing but it does limit the game’s potential for creativity.
One area in this category where the game shines is the animation of the enemies. Their movement is fluid and fun to watch – for example there are mushrooms which bob up and down and starfish which spin. This attention to detail makes them feel alive and adds a sense of character to an otherwise simple game world.
Unfortunately the poor variety of enemy and platforms makes the game feel repetitive. I would have liked each level to introduce new concepts and mechanics to keep things fresh, for example later enemies could have fired projectiles, or moved in a different pattern. More than anything I would have liked to see the second dragon have a unique ability or vulnerability.
Fun Factor : 4/10
If you, the player, have to carefully avoid spikes, it’s aggravating to see enemies bypass them effortless. Challenges feel more frustrating due to the controls rather than the difficulty. Some noticeable issues such as the presence of gaps between platforms not behaving as you’d expect breaks immersion.
The abruptly teleporting red dragon makes it difficult to make precise movements in order to destroy enemies or to avoid spikes located on the floor only. A smoother follow mechanic or more synchronization between the dragons would have made the game more fun and rewarding.
The coins were a welcome sight. Their spinning animation immediately signalled that they were a collectible. Curiously, each coin has a “1” written on it, which feels misleading considering the actual value of points they provide is 25. I’m not sure what the incentive is for collecting these coins beyond simple completionism. However I think they could have been positioned to encourage players to take a more challenging route and produce a rewarding chime whenever you overlap them with either of the dragons.
That said, there are some enjoyable aspects. The ability to control the height of your jumps gives the player a great deal of control, more actually than most platforming games and certainly is a fun part of the game.
For me, the biggest let down was when it came to delivering on its narrative promises. Players are introduced to the concept of shattered crystals, which supposedly keep the land in harmony. This set the stage for what you’d expect to be a major part of the gameplay – collecting these crystals to restore balance. This left a gaping hole in both the story and my expectation. After progressing through the levels, defeating enemies, and overcoming obstacles, I was simply greeted with a generic “you won” message which does little to acknowledge the player’s journey.
Visuals : 7/10
The game’s visual design is one of its stronger points. The title image is striking and grabs attention with two large blue dragons dominating the screen, though these dragons should be the same colours as seen in gameplay to maintain consistency and to tell them apart. The title screen could also benefit from some subtle animation – perhaps Ember and Frost could glow or change colour to add depth and movement to what is otherwise a static image. On the next page there is a large chunk of text which could have flowed from the top of the screen to encourage players to read it. Like the first page, there could be instructions to skip and start the game.
Once in-game, the visual aesthetic holds up pretty well. The dragons are clearly designed with great running animations, and the environments are colourful and appealing against the dark background. Keeping the dragons bound completely within the screen space would maintain a more polished feel. There is an issue with the coin animation. Instead of spinning fluidly, the animation of the coins resets halfway through its cycle. A full, smooth spin would look much better.
Audio : 8/10
The audio is a standout feature in Twin dragons. From the moment the game starts, you are greeted with a catchy, engaging tune that fits perfectly with the game’s style. The music is looped well, meaning it doesn’t become tiresome even after extended play. But as mentioned before, the game does lack other satisfying sounds such as when collecting coins or destroying enemies.
Overall Score : 6/10
Twin Dragons is a game with a lot of potential but it stumbles in a few key areas that affect its overall polish. The concept of controlling two dragons is nice but the way one dragon teleports behind creates some confusion and doesn’t add anything to the gameplay. The visuals are quite appealing and the music is excellent. The fun factor is the area that most needs improvement.
Tightening up the controls and refining the second dragon’s behaviour would significantly improve the player’s experience. It’s disappointing that there isn’t more interactivity between the dragons when it comes to collecting coins or achieving goals together, or a proper ending. But overall, I can say that Twin Dragons is a solid entry that shows promise, and with a bit more polish, could evolve into a much more enjoyable game.