
Comit the Astrodian 2 is the sequel to 2016's Comit the Astrodian. It features new stages, new abilities and new enemies.
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About
About this Game:
Comit the Astrodian 2 is the sequel to 2016's Comit the Astrodian. It features new stages, new abilities and new enemies.
Story:
A year after defeating the Space Pirate Krater, Comit is living a peaceful life on Astrodia. Unfortunately the Villainous Krater is threatening to over a new star system so our hero Comit must take the fight him all the way to his home world, Planet Krater.
Comit's Abilities:
Comit's rocket allows him to boost through stages at high speed as well as pull off feats like double jumping and bouncing off of certain enemies. His new abilities will include swinging, sliding and the addition of power-ups. Bonus Stages will now hold the key to unlocking Meta Comit.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
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Great Retro Platformer Got everything in my first run except the 1000stars however i can recommend it :D
Comit the Astrodian 2 is reminiscent of Sonic the Hedgehog. You are a little brown ball who likes to run around collecting yellow stars, with an occasional red star thrown in for a bit of variety. There is some Sonic-style music that constantly plays in the background (I'm pretty sure that the guards play this music for hours on end to prisoners at Guantanamo Bay, as a form of inhumane torture). The game is designed for a controller, although it can be played with a keyboard as well. However, at this stage, the keys cannot be changed. If you liked playing Sonic the Hedgehog, then this might be a good game for you. But I just found it annoying and boring. I'm guessing that this is not my type of game.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 29 reviews with recorded playtime.
Полноценное продолжение первой части. + уши, во второй части саундтрек лучше чем в первой. Геймплей все такой же, играется хорошо и не напрягает.
"Comit the Astrodian 2" is a copy + paste of the previous game in the series (I was alarmed and distressed to find out there's more than one of these), and suffers all the same defects, from the misspelled title down to the broken keyboard controls. Because this is just a copy + paste with some things rearranged, of course the engine problems are the same. When using the keyboard, the same bug is present and you can't move left or right if you're jumping, which renders the game unplayable. I can understand one game not being tested properly, but two?? Anyway this is a garbage ripoff of Sonic/Mario, only massively worse, and has zero actual value as a serious game for PC gamers. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls and game handling are notably very clunky and unsmooth here. It's janky and unsatisfying to play... and any experienced gamer will tell you, the handling, responsiveness and general gameplay feel of the control scheme must be well polished for this kind of game to succeed. Unfortunately, this is something the developer seems to have phoned in, with little to no apparent gameplay testing. They dropped the ball on this one. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. PC gamers will be insulted by the presence of console peasant children's toy controller prompts, despite this being on PC. Developers should try to be aware which platform they're developing for. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", LunarCore Games has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. You don't have to take my word about how bad the game is, we can measure the interest in a game by how much people bothered to play it. "Comit the Astrodian 2" has achievements, and they show us a very clear picture that the game absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is once more for collecting 100 stars, trivial to achieve, but less than 2 percent of players bothered to get that far before uninstalling the game. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a very healthy spike in player counts for the game. But this isn't consistent with the achievement stats, that show less than 2 percent of players bothered playing the game for any reasonable amount of time. How is it possible for this game to have so many concurrent players who didn't bother to played the game? Trading cards. People will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this game for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. "Comit the Astrodian 2" is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend.
[h1]Описание:[/h1] Продолжение треш платформера. Автор нарисовал эту фекалину в 8 лет и решил посвятить ей жизнь, каждый год клепая по одной игре... Вторая часть лишилась многих багов кои встречались в первой, какаха по прежнему застревает в текстурах, но уже реже. Уровней стало в несколько раз меньше. Боссы стали интереснее но по прежнему убиваются очень и очень легко... Все такая-же детская игра, где порадовал только один уровень с шипами, который по уровню сложности по сравнению с другими уровнями отличается в десятки раз. Игра чуть чуть не дотягивает до пальца вверх... Но уже близко... [h1]Оценка: 5/10[/h1] [h1]Послесловие:[/h1] [quote] Если вам понравился этот обзор добро пожаловать в кураторку [url=https://store.steampowered.com/curator/8114152] К и Ко [/url], там много других, хороших обзоров. [/quote]
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
Comit the Astrodian 2, developed and published by LunarCore Games, is a retro-inspired 2D action platformer that embraces the design philosophy of classic arcade-era titles while refining the mechanics introduced in its predecessor. As a direct sequel, it continues the adventures of Comit, a rocket-powered hero whose high-speed traversal and energetic combat define the core of the experience. Rather than attempting to modernize the genre with cinematic storytelling or sprawling open worlds, the game doubles down on tight movement, compact level design, and straightforward arcade progression. The narrative premise is simple but effective. After a brief period of peace following the events of the first game, Comit is once again called into action when a returning antagonist threatens a distant star system. The story serves primarily as a framework for the escalating stages and planetary settings that follow. While it does not aim for complex character development or intricate world-building, the light sci-fi theme provides enough motivation to propel players from one fast-paced challenge to the next. The tone remains upbeat and adventurous, consistent with its classic platforming roots. Gameplay centers on momentum-driven movement and precise platforming. Comit’s rocket pack is the defining mechanic, enabling quick bursts of speed, mid-air adjustments, and enhanced jumps. Unlike slower, methodical platformers, Comit the Astrodian 2 rewards fluidity and rhythm. Mastery of movement becomes essential as levels grow more demanding, introducing tighter gaps, enemy placements, and environmental hazards that require split-second timing. The sequel expands the hero’s abilities with new maneuvers such as sliding and swinging, increasing traversal variety and adding layers to combat encounters. Level design follows a traditional structure, progressing through distinct themed environments that introduce new hazards and enemy behaviors. Early stages ease players into the mechanics, while later sections demand sharper reflexes and more precise execution. Enemy patterns become more aggressive, and platforming sequences grow increasingly complex. Though the stages are not exceptionally long, they maintain a brisk pace that suits the game’s arcade identity. Checkpoints help mitigate frustration, ensuring that difficulty feels challenging rather than punishing. Power-ups and bonus stages add replayability and incentive for exploration. Hidden areas reward observant players, and unlocking enhanced forms such as Meta Comit encourages multiple playthroughs. These additions provide subtle depth without overcomplicating the formula. The game’s structure invites players to refine their performance, whether by achieving faster completion times or collecting all available bonuses within a stage. Visually, the game adopts a pixel art style that pays homage to classic 16-bit platformers. Character sprites are expressive and colorful, and environmental designs are clear and readable. While the aesthetic is intentionally nostalgic, it remains cohesive and vibrant. Backgrounds complement the action without overwhelming it, ensuring that gameplay clarity is prioritized over visual spectacle. Animations are smooth enough to convey momentum effectively, reinforcing the sense of speed central to Comit’s design. Sound design reinforces the retro feel with energetic, chip-inspired music tracks that accompany each stage. The soundtrack matches the brisk pace of gameplay, enhancing the sense of adventure. Sound effects are crisp and functional, providing clear feedback for jumps, enemy defeats, and power-up activations. Though not expansive in scope, the audio presentation complements the visual style and supports the overall tone. Comit the Astrodian 2 does not attempt to reinvent the platforming genre, but it succeeds in delivering a focused and polished experience within its scope. Its strengths lie in responsive controls, satisfying movement mechanics, and compact yet engaging level design. While some players may find the overall runtime relatively short or the difficulty occasionally uneven, the game’s tight pacing and replay incentives offset these limitations. Ultimately, Comit the Astrodian 2 stands as a confident continuation of its predecessor’s formula. It appeals most strongly to players who appreciate traditional side-scrolling platformers and enjoy mastering movement-based challenges. By refining its core mechanics and maintaining a cohesive retro identity, it offers a charming and energetic experience that celebrates classic arcade sensibilities while adding its own distinct touches. Rating: 6/10
Fun, simple Sonic+Rocket Knight type game. Colorful, bright graphics and a nice little soundtrack. Kinda sucks that in order to get the last two achievements you have to get 5 red stars in a level, enter the red ring at the end then survive a certain amount of seconds to get a blue star in order to get the true ending...and you have to do this 10 times. If you die before you reach the end of the level you have to start over getting the red stars so you may be at a later checkpoint and have to backtrack all over the level to get the stars again. Hope it isnt like this in the other games.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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