Deathsmiles II: Makai no Merry Christmas Arcade

Deathsmiles II: Makai no Merry Christmas Arcade

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The game takes place in Gilverado (Same location as the first Deathsmiles) on Chirstmas Eve. Satan Claus has come to Gilverado to exact revenge on Count Dior for a past incident.
He wounds Count Dior and escapes with five gold music notes which can grant wishes. After the girls discover their master wounded and the music notes gone, they take flight to stop Satan Claus and get the notes back.

The first game’s basic shoot left and right,lock shot,bomb control mechanics are fundamentally unchanged but there are some changes.

For starters, your lock shot can now latch onto multiple targets at once, making it a much more practical weapon than before, though its range is now dependent on your current item count, and will shrink when overused.Moreover, attacking enemies at point-blank range awards additional medals.
These seemingly minor changes add an extra “risk/reward” dimension to one’s positioning and offensive strategies, not to mention a fresh approach to high-score runs: the scoring system, speaking of which, has received an even bigger overhaul.

The main counters from the first game are still here and work much the same way, but now each one can be built up simultaneously and “on demand”: when using most (though not all) characters, hitting ANY adversary with “normal” shots spawns collectable red rings (which add to the “main” item counter), while “focus” shots create blue rings (which increase the “overall” point multiplier).
In essence, instead of being forced to use certain attacks against certain enemies to maximize your rewards, you’re free to change up your offense any time you decide you want (or need) one type of boost or the other, as well as bolster the multiplier before powering up and cashing in.

The lock shot also factors into your tactics more centrally than before: for one thing, certain enemy targets now hide out in the background, and can’t be hit with any other weapons (think Rayforce or Soukyugurentai).
Moreover, if you keep the lock circle activated after destroying a baddie (or several), the deceased will release homing “suicide bullets” which follow you relentlessly until you release the lock. Summoning forth these additional hazards is risky, but once you do let off the buttons the extra bullets will be cancelled into bonus items (including gaudy diamond rings, this game’s equivalent of the original’s gold crowns), and can thus help to fill you up much faster if exploited wisely.

Once you’re in “power up” mode with a maxed multiplier, those diamonds (and points) start flowing like nobody’s business, and a timely “recharge” can be executed much more easily than in the first game.
By the way, items don’t “bounce and split” anymore, so just grab ’em all as soon as they appear: finally, your “overall” multiplier no longer resets once power-up mode ends, though it gradually drains during boss fights.

The game supports 2 players co-op like the first game.

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