
One of the perks of being an entry fragger is the potential for crazy highlight clips. In short, your entry fragger should be a humble yet fearless player who’s not afraid of taking one for the team. They need to trust their leader, because if they hesitate when it’s time to initiate the push you’re a lot less likely to succeed. They need to trust that the second and third player in are helping out with the spots they can’t cover.Ībove all else, it’s crucial that your entry fragger listens to what your in-game leader says. Because of the number of angles there are on almost every site in the game, it’s impossible for them to check all of them. Your entry fragger can’t have trust issues. If they do what they’re supposed to do, you’ll have more room to work with and know roughly where the enemies are positioned. You also want them to be good at communicating, as they’ll be the one to get information first. You want an individual who has fast reactions and has the ability to clear a lot of angles quickly. That might limit the overall players, but I know many of you on this site will appreciate that.So you’ve formed a team and you’re trying to figure out who’s most suitable as an entry fragger. On the bright side, the pricing is still old school, with no IAP to be seen. Respect to one of the originators of this trend, but we’ve played a ton of games in this vein. Not to mention the fairly similar Angry Birds (Free) and all of its clones. Miniclip’s own Hambo ($0.99) or Monster Island ($0.99), Ragdoll Blaster ($0.99), iBlast Moki (Free), and others. Fragger 2 just feels a bit stale after the Noah’s flood of trajectory based destruction physics puzzlers we’ve seen since the original. It’s definitely old fashioned, but some might even say outdated. I don’t know if I found the levels easy because they were, or because of how old this style of game really is. Some of the explosive chain reactions you’ll set off are immensely satisfying, and while only a handful of levels were particularly challenging, I was still having a pretty good time throughout. Aside from that, the level designs remain clever. It’s easier to play with two fingers on the screen at times to make sure you don’t waste any grenades by accidentally letting go of the screen while trying to reorient your hands.
#FRAGGER LEVEL 29 FULL#
They can get really wonky and finicky as you need to spin your throwing arc around in full circles. One small drawback to these new shifts in gravity are the controls. These are very refreshing additions to the otherwise identical formula of the original. Laser switches are noted as red, green, or both, to signify whether the switch has a single on/off use, or if it can be toggled throughout the level. Later, in the Lab levels, you’ll also see lasers on the map which can be used to destroy anything, but also act as obstacles to your grenades.

These will make your grenades, loose environment objects, and even enemies fly up, down, left or right, possibly even off the map entirely. Added to exploding and rocketing boxes littered about each level are gravity switching boxes. The game changing new mechanic is the gravity mechanic, and it is the bee’s knees. You can abort a grenade if it falls somewhere out of sequence, to prevent it from exploding and ruining your day, but that grenade will still count towards your total throws. You’ve got a limited number of throws to complete each level within. Blowing certain things up early might cause a stone wall to block an enemy, or a metal box to fall in the way of your grenade’s path. Wooden planks, exploding crates, rocket boxes and other obstacles change the landscape as you go, blocking some targets and revealing others.

The puzzles are mainly a matter of figuring out which things to blow up first. Instead of a three star rating system, you receive a medal if you manage a perfect score. The goal remains the same: toss grenades at goofy enemies while glued to the same spot, navigating environmental obstacles to solve each puzzle. The first 20 or so levels serve mostly as a retread/tutorial of familiar rules and functions.
#FRAGGER LEVEL 29 PROFESSIONAL#
The art style is infinitely more consistent and professional looking, with three worlds with their own motifs and color schemes The Countryside, Forest Ruins, and Lab, with 30 levels each. Classical in every way, but improved with age. I don’t know if they did, but they should probably check this game out anyway. Anyway, was the wait worth it? Did anyone really want this sequel? Not quite ‘cradle of life,’ ‘dawn of man’ ancient, but still pretty darn old. I mean, 5 years? That’s ancient history in mobile gaming. All this time later, Harold Brenes, the original creator of Fragger is back with a long, long awaited sequel, Fragger 2 ($0.99). It’s been five long years since published the port of the original Fragger ($0.99) to the App Store.
