Super Muzzle Flash
- Jul 30, 2015
- 2 min read
Overall: 1.724 Story: .379 Gameplay: 2.483 GFX: 2.296 SFX:1.739
Super Muzzle Flash is a timing game. Monsters scroll across rows to reach the other side before players can tap them with a finger. If players don't tap a monster for a second or two: the screen darkens and players have to chance on a tap that may hit a monster or be the end of a round.




There is an easy, hard, insane, and godlike mode. Each mode is accessible after completing a hundred successful ghost taps in the previous mode i.e. a hundred successful taps in insane mode unlocks godlike mode. Players can monitor their achievements per mode. Hearts are available for players to continue from their last screen tap- leading to the end of a round, and are available for purchase though a single heart comes as a bonus after about eight hours. A hearts is obtainable by watching an ad after a round as well. Players have to score above a certain number for the chance to watch an ad to obtain an extra heart.






Players have the option to record their gameplay and share with others by pressing the film reel button in the lower left corner of their screen (check the lower left corner of the screenshot above). Everyplay is a social realm where players can chat, comment, post, and share via Super Muzzle Flash (primarily about Super Muzzle Flash).


Are these 2D layers in a unique adjustment? I like the winking ghost(s). The gameplay is extremely simple. This game provokes me to unlock the modes; the way certain rounds end, for such a simple game, draws me to continue playing. This game doesn't have any music. There are only sound effects, tapping fingers, and provoking-taunting-winking-ghosts. I want finger skills that extend the lighting time, allows me to free ghosts, or bypass citizens to tap ghosts behind them. I want a variety of envrionments as well.
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If you're looking to challenge these ghosts: check out Super Muzzle Flash.
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Onward and Upward,
Elred Haresh























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