
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
MASTERPIECE INCRAMENTAL Completed in less than 3.5 hours. It's really rare to get a sequel in the idler/incremental world, so i was excited for a game that added to one I already loved. yes, it is more than worth the money if you like this style of game DangerouslyFunny will be posting a video about this soon, if not already. not only is it a good sequel, it ADDS to the original game. You retain all of your abilities from the first. You dont need to play the first to enjoy this one! The ability to click added much to this game in a very fun and interesting way! It was strategic and fulfulling. if you are going in: >Rings >stamina >Damage >Frenzy >Income >Shapes a wonderful way to include shapes, without making them "dire" to the gameplay.
nice game i defeated pirate p. pirateson cant wait for part 3 ^.^v
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Many more upgrades though somehow less enjoyable than the first. A lot of the upgrades aren't very tangbly noticeable. Things like "5% crit chance" add up but feel individually uninteresting. Since the enemies health rather than their number scales with your progress, you don't really get the "number go up" feeling that the first game had. Unless you go back to lower floors where you get less currency. The game is fine for what is it, but not an improvement over the first. If you have to choose, play that one instead!
good
Max Manos really did not need a sequel... The original game was already pretty much feature complete with little room for improvement, and it seems that the developer has found that out the hard way, as low and behold, there is no improvement to be found in the second game. TL;DR: If you haven't played the first game yet, you should stop reading this review and go and look at the first Max Manos instead. Max Manos 2 is inferior is just about all aspects compared to the first game, and the original Max Manos is actually a very respectable incremental. As for why Max Manos 2 is worse than the original, it mainly comes down to a combination of there being nothing to really innovate on, and doubling down on the weaknesses the original game already had. Starting with the first point, the original Max Manos was based on a pretty neat and interesting concept, which was expanded from a simple demo around chain reactions between various shapes into a fully fledged incremental game. It was a pretty good incremental overall, but that was mostly off of the innate merit of the concept, combined with the very well polished graphics and presentation. The execution of the incremental part of the gameplay was actually quite subpar and had several flaws, such as poor upgrade feedback and there being some notable content padding in the game. Max Manos 2 does nothing to expand on the concept of the first game, and in fact, it goes in the opposite direction and moves away from the very thing that made the first game so great. Despite this, it still recycles a concerning amount of content for a rather disappointing rehash of the first that somehow manages to get the worst of both worlds. Under half of the original shapes make a return in this game, but there are no fun chain reactions to be found here. They basically just function as the only "fun" upgrades you can actually control, as Max Manos 2 has also gutted the upgrade tree. Now, instead of having control over what you buy, about half of the base stats and ALL of the supplemental "fun" upgrades are now turned into 1 level "ring upgrades" that are locked behind progress through the 201 floor tower in intervals of 5 or 10 levels, instead of just being able to upgrade them like normal. This has basically removed attack speed as an upgrade, as you now completely max it out within the first 3% of the game, and attack area hardly fares much better. Both of these upgrades were crucial to the first game, and both of them also offer very easy to see effects, which is an important point to touch on later. The ring upgrades are just a lame gimmick that completely falls flat compared to just organically exploring the upgrade tree on your own. The few shape upgrades there are have also been locked behind level requirements too, being given out at level 12, and every 40 levels after that. There are a few other basic and honestly half assed gimmicks as well. Occasionally, there will be a "special floor" which will randomly pick from about 20 or so special floor variants. About a third of these are basically cosmetic, with very basic ideas like "double enemies but they are at half health" and vice versa. A quarter of them are just levels filled with 1 type of shape, which end up completing themselves in about 3 seconds, there are a few complete gimmick levels that also complete themselves in a few seconds, and there are a few "levels" that just give you more stamina or money. And finally, a few are quite literally cutscenes. None of these levels actually add anything meaningful to the game, and it just feels like cheap content padding. The original game had some gimmicks too, but they were actually interesting in some regard, such as making custom shapes, or the slot machine letting you go over the maximum limit for upgrades. The last direct change from the original is the switch from a standard if basic time system where you just got a set amount of time each round, to a stamina system, where you still have a set amount of max time in a round, but now you also lose time whenever you attack enemies. Since you have to attack enemies in order to play the game, you are in a bit of a bind when it comes to that, and it turns out that in practice, the large majority of the time limit comes from attacking enemies. In the game, it explains it as if its just your cursor attacking enemies that damages you, but no, even things like explosions or projectiles still drain your time. This isn't great, because that ends up giving the player the impression that some upgrades are not only useless, but WORSE than useless, and have a net negative on your run by making too many low damage attacks that drain your time. I myself could never tell if an upgrade was ever a true net negative, but I couldn't ever rule out the possibility either, when this is something that should NEVER be happening in an incremental EVER. Besides all the negative changes though, Max Manos 2 has also inherited the old problems of the original game. The main 2 problems the original had were the poor clarity/feedback/return on investment with upgrades, and content padding through both direct throttling of statistics, and through making you go through multiple new game+'s, with only half of them having any real change to them. Unfortunately, Max Manos 2 does nothing to fix either of these problems, and they are actually even worse than before. With the upgrades, there is less clarity in the upgrade tree as to what they actually do. Damage upgrades just "increases damage" without giving you a number, same thing with stamina upgrades "increasing stamina" and economy upgrades "increases money gained". Anything that is chance based is simply "increases the chance of X happening" with the most you can really infer is around the number of levels you can buy (20/25 depending on the upgrade). There is actually much more I could say, but I hit the review character limit, so ill quickly summarize the last few things: The upgrades are near worthless on an individual level, each being extremely weak. RNG nature of the game means that you can go multiple rounds, doing the exact same thing, and fully investing into upgrades that should in THEORY, be giving you objective increases in either power or money earned, and see no improvement. I have went 5 rounds in a row (and you likely will too!) doing that and seeing NOTHING change, which should never be happening in an incremental. There isn't even THAT much RNG, the upgrades just suck. Enemies increase in health over time, but there are no global damage upgrades, so if you focus on 1 thing, the others fall behind, and the upgrade prices are NOT cheap either. NG+ is quickly and shoddily added on, from NG+ 1 (out of 4), you start with infinite damage (enemies die after 2 seconds when hit), and 50% more cash gained, with no major gameplay changes like in the original game (where 2/4 NG+'s were padding, but the other 2 were actually kind of cool) NG+ here basically instantly become waiting on the floor loading animation to just get through the slog of the game. This is a bit subjective, but I found the story to be inferior to the original game. There basically WAS no story in the first, (your mitten was stolen by a sentient pentagon in the shape dimension) and it was a bit zany in general. The second kind of retrofits more of a story in there, and is even more zany, but in like, a kind of cheap and cringy direction. Dimensional Border Patrol? border tower infested by "pirates" led by Pirate P Pirateson? these weird "Calibrant" guys who act like jerks? it was just unneeded, and would have been more elegant if they just didn't explain anything at all. Overall, its not like Max Manos 2 is the worst incremental out there, but its a pretty far cry from the originals pretty impressive showing. It doesn't hit the same highs, and the same lows as before are now even lower. It is a shame to be sure, but I suppose we can't win em' all...
Ich hatte tatsächlich einen gewissen Anspruch an Max Manos 2. Nach dem Spielen des ersten Teils war ich so positiv angetan, dass der 2. Teil direkt im Anschluss folgte. Aber bereits der Start war für mich holprig. Ja, es sieht besser, feingliedriger als der erste Teil aus, aber Optik ist halt dann doch nicht alles. Das Spielen hat mir dieses Mal einfach nicht soviel Spaß gemacht. Die Upgrades haben sich nicht gut angefühlt. Ab und an war der Effekt nicht wirklich klar und vor allem kaum spürbar. Das Aufsteigen im Turm hat stellenweise eine so starke Bremse in den Spielfluss geworfen, dass ich tatschlich etwas genervt war. Schade ist auch, dass es zwar Spielmodifikatoren nach dem Durchspielen gibt, aber ich für meinen Teil absolut kein Interesse daran habe diesen Teil noch ein zweites, drittes oder gar viertes Mal durchzuspielen. Im direkten Vergleich zum Vorgänger konnte mich Max Manos 2 leider nicht überzeugen/begeistern. Teil eins war einfach befriedigender im Spielfluss und Darbietung.
The Hand is back, and it's time to kick some pirate ass! There is actually somewhat of a story this time around, and while it's got no depth to it, I appreciated the attempt at fleshing out the Max Manos universe. That's a goofy statement in itself considering you play as a hand that just bops things, but it was still a neat little addition. Gameplay is fairly similar this time around, but there are some differences. You still hover over enemies to kill them, but this time around they're various little monsters. There isn't a huge variety (as most are recolors) but it was nice to see a change there. You'll also be ascending 201 floors, with a boss at the end of the game. It's also pretty simple: kill enough bad guys, while a bar increases that will eventually let you gain access to the next level. Some floors randomly introduce gameplay tweaks, for example a floor where gas fills the chamber and your stamina goes down quicker, or a floor full of giant enemies that are tougher but less are required to fill the bar. The biggest change is there is a stamina bar and enemies have resistances now that lower that stamina so it's a better idea to look for groups instead of randomly attacking things. It's not a crazy amount of depth, but it was cool that it does change up a little. The upgrades this time around are a mixed bag for me. Most of them are the same from the first game, with a few additions like 'claws' that increase crit damage and chance, but there wasn't anything that blew me away. Rings are added this time that unlock once getting to a specific floor. Some are alright, some you've seen in the first game, like random lightning blasts. When I beat the game for the first time I unlocked a badge that let me shoot beats which was cool, but I didn't explore super far beyond a few floors so I'm not sure how the upgrades change...but that's something to keep in mind. [B]Recommend or Nah?[/B] I'd recommend this game for fans of the first Max Manos. While it isn't completely different, in both good and bad ways, it still does try to change it's own formula in some ways. The addition of a silly story, a more structured system in ascending the tower and a change in enemies was nice. Upgrades weren't anything improved or expanded on, and what was on offer was much of the same. For the price and my time spent, I had a fairly good time. [b]Rating: ⭐⭐✨/5 (2.5/5)[/b]
honestly the ending portion is a let down, the 180+ rounds with near max upgrades are heavily rng based to complete requiring a random bonus room in order to retain enough health to reach the checkpoints only for the final boss to either not die to max upgrades (barring one) or require you do get that rng roll to take advantage of the scaling damage upgrade, and then the final upgrade trivialises the boss. i don't mind incramentals that are incredibly hard without good rng, hell i don't mind ones that are impossible without max upgrades. but if you're going to make the ending easy allow me to finish without maxing out, or if you're going to force me to max out make it satisfying to do so instead of just multiplying the cash on the final floor so i can buy the mittens easily, just seems like a really clunky way to end a game imo.
Definite improvement over the first entry in regards to replayability, but I would seriously enjoy more boss fights.
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