
Max Manos is back with a destructive incremental adventure. Climb a 201-floor tower swarming with monsters. Destroy enemies, unlock powerful abilities, and upgrade into an unstoppable hand of destruction. Reach the top and face the ultimate challenge.
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About

Climb a 201-floor tower, clearing each floor of enemies.

Grow ever stronger through an upgrade tree.


Discover powerful rings that unlock unique abilities.

Unleash chaos yet again and turn Max Manos into a hand of mass destruction.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Not that bad overall — it keeps the spirit of the first one. But where did all my numbers go? For an incremental game to really feel incremental… well, something needs to increment! When I buy an upgrade 20 times and the only feedback I get is “further increases damage”, I don’t feel any real progression. Especially when those damage increases don’t change anything in practice: I go from destroying enemies in two hits to… still two hits. It gets even worse with chance-based abilities, like critics. You not only don’t know the actual probability of the effect triggering, but you don’t even notice when it does happen. Some kind of visual or sound effect would have helped a lot. In the end, the only upgrade that really feels impactful is the reward you unlock by progressing through the game, which makes all the other upgrades feel pretty useless in comparison.
game is okay, definitely a big upgrade over the first one. however, it is unforgivable to not give the info what an upgrade actually does to the numbers. youll have 5+ upgrades available and no clue which one you should prioritize
[i]Max Manos 2[/i] is, hopefully, a sad middle child of soon-to-be great [i]Max Manos[/i] trilogy. It's [b]not a [i]bad[/i] game[/b], but... [h1]More of a toy than a game[/h1] I originally set out to write a lukewarm Positive review, but then introspection happened. [h2]A direct step down?[/h2] [i]Max Manos 1[/i] was a fantastic game - 5 variations on a base game, each different in feel but strongly connected by familiar upgrade systems that allowed you to metagame your progression as you went on, topped with a mechanically separate finale delivering on [i]"rule of cool"[/i] and a nice ending. [i]Max Manos 2[/i], on the other hand, feels like a downgrade of [i]MM1[/i]. It's [b]a single game that you play 5 times[/b]. Each subsequent run introduces an admittably funny modifier that, unfortunately, doesn't change the gameplay nowhere near enough to keep it fresh, and an increasing XP bonus. The former means you'll be [i]very[/i] thankful for the latter. Still, I don't think I would've 100%'d the game if not for Firefox's Picture-in-Picture. There's [b]not much going on with the progression[/b]. I tried to shake things up, but it really feels like the only two viable specc paths are a "Spellcasting Warrior" (being more focused on direct hand damage) or a "Spellbalde Wizard" (being more focused on non-direct damage), with the rest of the skill tree being pure support that cannot stand on its own. If you're an astute mathematician, you may notice that two speccs is less than five playthroughs, which [i]doesn't exactly help[/i] against the tedium setting in. Instead of one grand finale, we get [b]one pedestrian final level, 5 times[/b]. It's set up in such a way, that it seems impossible to beat it without the [i]"you bought every single other upgrade, here's a free giant boost"[/i] upgrade. It's not the worst way to end a playthrough, but, once again, it loses its charm when you do it 5 times. Thankfully, the playthrough's ending is whelming, and the epilogue is nice and flashy. And another thing is that while [b][i]MM1[/i] was basically [i]Where's Waldo?[/i] with shapes[/b], where the challenge was visually picking out your [strike]blorbo[/strike] best hybrid shape out of the sea of other shapes, [b][i]MM2's[/i] main challenge is... not much?[/b] You figure out how many times you can left click per floor to cast your One Active Ability That Charges with Kills, and you usually may want to hover over a rotating monocolour simple geometric shape that sticks out like a sore thumb from visually complex Little Guys. And these Little Guys come in many shapes and forms, but [b]the only practical division[/b] is that there are those that walk (most of them) and that one big-eared worm that doesn't walk (who only shows up three-ish? times). [h2]The addition(s) aren't that good[/h2] If you subscribe to Sid Meier's sequel philosophy, a sequel should keep some mechanics, remove some, and add some new ones. We've established that [i]MM2[/i] is not doing all that well on the first two, so maybe the new things are better? The most noticeable addition is, of course, the [strike]Regulators[/strike] [strike]Adjudicators[/strike] [i]Calibrants[/i]. And [b]the Calibrants are in a very awkward spot[/b]: on the one hand, they have too much effort put to their dialogue to feel like just a window dressing for tutorial popups; on the other hand, they pretty much only deliver tutorial popups, with the main Calibrant delivering the setup of the plot. And I didn't like their dialogues. (I suppose the music's fine, but it's designed to be consistent background noise, and a [i]good[/i] consitent background noise isn't very noticeable.) [hr][/hr] [h2]In conclusion,[/h2] temper your expectations, and hope that these stumbles are growing pains that will give us a comeback in the form of [i]Max Manos 3[/i].
Upgrades that does not upgrade you, or maybe they do but SO little that you do not even see or feel it. "Fist of Power Lvl 1 - Increases the damage Max Manos deals to enemies". Lvl 1- 20 "Fist of Power Lvl 2 - Further increases the damage Max Manos deals to enemies" Lvl 1 - 20. You get full lvl 1 upgrade. Enemies even on first floor may die SLIGHTLY faster. You have wasted 25 minutes of grinding. Doublehand - grants Max Manos hit enemy twice with one attack What chance? You want to know? Too bad, nobody is gonna tell you. You wanna see when it happens? Too bad, you do not have any visual/sound indication, and there are no damage numbers. The only numbers you get are enemy count you kill. But hey, just grind a bit more for this Precision Strike upgrade that will increase the chance of double hit! By how much? You don't need to know, buddy =) Golden Stairs - grants Max Manos sparks(currency) when going to next floor. How much? You don't need to know, just trust us, it is totally worth it =) Why even bother then with skill tree/upgrades? I don't know, but this takes the crown of worst incremental I've played
this is a half baked and rushed sequel to a game that got decently popular it seems the dev has already given in to the greed there are zero indicators to what you are actually upgrading in the menu, the biggest part of this game there is almost zero variety in the content and gameplay not only are the upgrades not telling you what they ACTUALLY do but they also barely increase anything, and even worse almost every single upgrade in the menu is just more damage 1, more damage 2, more damage 3, 4, 5, 6 and on and on. well all but one type of upgrade, the energy upgrades do all the work. for every single upgrade that is on the board, the energy upgrades are like 2x better. the balance is genuinely ATROCIOUS. this of course also means that the best upgrade is by far the most boring one.
Did not enjoy playing this one compared to the first, I do like how the dev tried to change things up but it really feels worse then the first. Especially with you not being able to actually tell how much each upgrade boosts you. Its an incremental game where you cant tell the increments you are going up by, straight up goes against the entire genres concept.
Definitely an upgrade over the original Max Manos, a really solid incremental game with a fresh coat of paint over it. The upgrades are a little vague this time around in regards to how effective they are and most of the time I was just buying the cheapest upgrade in bulk without much of an idea what was changing, but the gameplay is fire and the 2nd playthrough is just as cool. Heavily recommend at full price as it passes the vibe check
[h1]Alexa, turn on "The Muppets - We're doing a Sequel"[/h1] I LOVED the first Max Manos due to its unfolding chaos [spoiler]chain reaction my beloved 10 FPS[/spoiler], somewhat-different prestige stages, different shape effects (which could also be combined at some point, causing EVEN MORE mayhem), but this... this game [b]TOOK OFF[/b] the parts of what made it good and [b]APPLIED[/b] these principles [b]TO OTHER PARTS[/b] of gameplay. [i]For instance: screen targets are now all the same, but there's a chance to be on a SPECIAL floor which has some sort of effect to spice things up, instead of targets having different effect on kill and environment...[/i] [b][i]THE SHAPE EFFECTS were you environment.[/i][/b] [b]Progression[/b] is more on a [i]drag[/i] 'y part, mostly because you're incentivized to keep pushing/buying repeatable upgrades, mostly health, since it can be considered as... a currency gain upgrade, [i]maybe[/i] even better than the actual currency gain upgrade [i](upgrades dont give numbers at all).[/i] Each 5 levels you reach a checkpoint, higher floor-higher money, you're restarting at higher level, meaning bigger money on restarts, and you'll be restarting a lot, cuz your hp is being reduced as you attack enemies and there's a specific goal you need to reach to progress to the next floor. This feels like [b][u]nodebuster[/u][/b] in a sense... Except every "level currency" (access to an upgrade essentially) is gained every 10 floors and the upgrade path for them is just a line. I never felt more fun outside the "shape floors" (which dont last very long, shame) because the enemies are just... dummy targets, they dont do anything in normal floors, they dont explode into *+><^c , they just exist (some are even completely stationary). [b]Prestige perks[/b] are a complete opposite in terms of feel from the prequel. They're being unlocked in from-least-to-most powerful order, but the order they're displayed is... not the same as the unlock order. There are no achievements for unlocking them either, which is... understandable, because [b]when you complete the game once[/b] - its gonna get boring, even [b]more[/b] boring with [b]each[/b] new unlock, because perks essentially [b]take away the need for the player AND THE SKILL TREE[/b] step-by-step, only needing the input to go to the next floor by clicking the staircase, which can be mitigated by autoclickers. At the last perk [b]THE GAME PLAYS ITSELF NOW! SKILL TREE IS OBSOLETE![/b] (after 3 more hours of prestige sessions buying mostly HP upgrades) These are less of a "power curve" for the time you spent and more of a "win game (again)" button, it's the kind of "fun for 30 seconds and then realising you have to do [b]just that[/b] for the next hour". Despite being optional - they're still a part of the game, and these were on boring side [b]for longer[/b] than on the exciting side. [b]Max Manos 1[/b] "prestige perks" were actually [b]different[/b] starter weapons, changing your approach to eliminating shapes (not by much, but enough to feel early-mid game being different), even some of the upgrades were changing based on what weapon you had. [hr][/hr] I [b]could[/b] recommend it to those who love nodebuster-likes, but those who prefer something more fresh - better check out the first game, it's main theme was supposed to be about chain reactions, and the new game watered down on chain reactions in favor of... being something that was already made i guess, idk. The last level where you wear a mitten [b]is[/b] Max Manos 1, but it's happening throughout the WHOLE experience instead of just last 30 seconds of the game..
Короткая версия первой части, прогрессия как для инкрементала не нарушена, в принципе играть ноу брэйн так сказать, можно.
A mon sens mieux que le premier opus, dont je trouvais le prestige mal géré, le 2 a su réparer ces petits défauts
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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