Christmas Conquest 2
CREATED BY: Snerlin
DOWNLOAD: HERE! (Kliktopia archive) or HERE! (Caiman)


MegaMan style Christmas platformer in which the other holidays, led by the nefarious Frumbum, the politically correct coconut martini, try to take over Christmas again. You play as Nooblet, a meteorologist imp who got a job as an elf to save Christmas.


Judging - Chris

GRAPHICS: 19/20
GAMEPLAY: 28/30
PROGRAMMING: 16/20
CHRISTMASSINESS: 24/30
TOTAL: 87/100


Judging - David Newton

GRAPHICS: 19/20
GAMEPLAY: 25/30
PROGRAMMING: 17/20
CHRISTMASSINESS: 24/30
TOTAL: 85/100


Judging - Shab

GRAPHICS: 12/20
GAMEPLAY: 20/30
PROGRAMMING: 18/20
CHRISTMASSINESS: 12/30
TOTAL: 62/100


Judging - Andi Smith

GRAPHICS: 18/20
GAMEPLAY: 24/30
PROGRAMMING: 12/20
CHRISTMASSINESS: 7/30
TOTAL: 61/100


Judging - Assault Andy

GRAPHICS: 19/20
GAMEPLAY: 27/30
PROGRAMMING: 17/20
CHRISTMASSINESS: 27/30
TOTAL: 90/100


Overall: 385/500

CHRIS: A platformer entirely different to the original Christmas Conquest (released last year for the Christmas Competition 2004), this game is based more on Megaman, and is a lot more solid than the original effort. The engine is tight, although hardly amazing, and the scrolling is reminiscent of the Zelda games. This is a good game, but there are two main irritants throughout the game, both of which could have been avoided. Occasionally I found myself getting stuck between screens as the screen would scroll, and in some stages enemy placement detectors were visible (and could injure my character) even after I killed the overlapping enemies. There aren't many levels in Christmas Conquest 2, but what is there is very solid and addictive. Disposing of enemies reaps powerups and health, and they regenerate when you leave the screen. The characters can also slide along the ground for a period of time - essential for getting through tight spaces. The level design is well thought out and the graphics are very good - although I strongly dislike the retina-burning multicoloured alarm effects. The Christmas theme isn't really evident at all in the game, aside from it being set in a world of toys and presents, but the game is incredibly vibrant and has a "feel-good" factor. Overall however, a solid, sterling - if occasionally buggy - effort. Great fun, too.

DAVID NEWTON: I was impressed right from the beginning by this game - the cartoonish graphics are appealing and the Christmas theme is very apparent throughout in the colour scheme as well as scenery such as presents and striped pillars. The inclusion of what's come to be known as "Zelda-like" scrolling was also a nice touch, as were the multi-layered parallax backgrounds. The Mega Man inspiration is also very obvious - all the stylings seem to come from it, including the health bar, the enemies and even the animation that plays when you run out of energy. A couple of bugs that I found included being teleported to the top of a wall when you're conveyered into one, and some explosions remained on the screen without being destroyed, but those are minor distractions. More worrying was the swarm of about a hundred UFOs that appeared on the second level, but this was a one-off occurrence. Overall, this was definitely one of the highlights.

SHAB: A very strong klik game, it emulates NES Megaman perfectly. While impressive and well coded for a klik game, it doesn't do anything unique, which keeps me from giving it a higher score.

ANDI SMITH: Wow I really liked this game. A very pretty looking, but also quite tough game featuring not just the Christmas holiday, but other patriots holidays (and political correctness) too! The music (though familar) was well suited. I really enjoyed this! NB: If you have epilepsy do not play the Dr Dreidel level - there is a lot of strobe lighting which made me feel queasy. Also, Evil Santa is far too energetic for a fat man!

ASSAULT ANDY: I liked the graphics, nice parallax in the background too. However some explosion effects were definitely needed on most enemies, instead of them just turning into items. Some of the levels looked very 'tiled'. This was because the sides of the tiles were not edged properly, as in they just looked like they were cut off. This was especially noticeable in St. Patty, with the ladders and many tiles. There were a few glitches too, such as on the St. Patty level, you were able to just jump off the left side of the map, I thought that's what you were meant to do seeing as though there was a ladder there. Still, the game was really quite long, and so those glitches don't seem like much when the game was really quite fun, with a nice Megaman feel.

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