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The game becomes easier if you have high Speed and equip abilities that stuns, drains Focus, or grants Sonny Focus. Stun-locking is also kinda a thing in Sonny 1 & 2, though in this game it's even more absurd due to how Speed works here. The Frost and Lightning strain has plenty of abilities with these characteristics. The game generally becomes more difficult as you proceed through the zones, and especially around Zone 5 & 6 the game spikes in difficulty. Having crowd control really helps a lot at later zones. Of course, it's possible to beat the game (incl. doing a legend run) without relying too much on crowd control, but you'd have to remember what each enemy does.
I can sum up my thoughts about this game in a single sentence, which I totally didn't steal from a different wiki editor: Sonny (2017) is a good game, however it's not a good "Sonny" game
While certain things are improved compared to the flash games, IMO the game mechanics and soundtrack, Sonny (2017) does indeed lack stuff that made the Sonny flash games iconic. Those being the lack of animations, voice acting, and "viewable equipment". The story also kinda didn't click with me either. That said, I still like the game.
People waited nearly a decade for the final installment of the series and all we get is an extremely poor mobile remake of the first one. And you want to know what the real kicker is? Not only do PC users get an objectively worse version of the game than the original flash version, but we also have to pay for it. Mobile users get the title for free I think when it first launched they had to pay be only like 99cents. So not only do we get a worse version but we're paying more for it as well and you expect people to happy for that?
Look if you like Sonny '17 that's good for you but the fact of the matter is that its a sad cash in trying to milk fans with a halfassed clone. He made the game for mobile, then decided to double dip and sell the same game for PC and thats never a good idea regardless of what the game is. If he wanted the game to be received well he should've put in the effort.
I bought the game on iOS soon after it was released there, and I believe it cost around $2.99. It did become free afterwards, however forced ads and reward ads (watch ad, get +20% XP/Cash or revive on team wipe) was introduced to the game. The Android version was released later, with the ad update. So what you're essentially paying for in the Steam version is an ad-free experience and few QoL changes. That, and PC games generally being easier to mod. We currently have 2 mods for this game, 3 if you count my modified saves.
Note: I didn't experience any forced ads on iOS, but I don't know if it's because I bought it before. I have played the Android version, and I did get forced ads. Also, I did indeed buy both the iOS and Steam version of the game lol...
I kinda have to disagree with you on this part. How the Sonny 2 A.I. work is that the A.I. controlled units have three sets of abilities to choose from: The "Defensive", "Offensive", and "Primary" set. The A.I. will pick either the "Defensive" and "Offensive" set depending on the current HP of all units. For example, if an ally has very low HP the A.I. basically have a 100% chance of choosing the "Defensive Set". As for attacks, the A.I. will have a certain chance of targeting the lowest HP unit, otherwise they'll target a random unit. Not all A.I. units make use of "Primary" abilities, but if they do then they'd prioritise them over the other set.
The Sonny 2 A.I. is pretty much just multiple dice rolls that are heavily influenced by the current HP of all fighting units. The randomness becomes apparent if the A.I. unit has a lot of abilities in either the "Defensive" or "Offensive" set. This is the case in Sonny 1 where there was no "Primary" set. Thankfully you can control your allies' aggression level (which changes HP thresholds and chance to target lowest HP enemy), so most of the "randomness" can be bypassed. Though if you decided to play the game by not changing the aggression level, you'll have a somewhat similar experience to playing Sonny 1. I loathe the Sonny 1 A.I. sometimes...
Meanwhile, Sonny (2017) doesn't make use of ability sets at all. Instead, during an A.I. unit's turn they will simulate using all of their available abilities (off cooldown and valid target) and assign a score to each ability-target pair. Then the A.I. picks the ability-target with the highest score, and executes the specified ability against that target. The score is highly dependant on simulated damage/healing dealt, but there are other factors that can increase or decrease the score. Examples are:
- Higher score the lower the target's HP is. Significant boost if the simulation resulted in a killing blow.
- Abilities with longer cooldowns passively get a higher score.
- Increased score against targets with the Bleed buff. Also become less likely to heal allies.
- Decreased score against targets with the Snare buff.
- Decreases score against targets that are already afflicted with the same buff the ability applies.
- Score multiplied with 0 if target doesn't satisfy the ability's A.I. HP threshold. Used mostly on healing abilities.
While you cannot control allies the same way as Sonny 2, I find that they tend to not do stupid stuff and are more predictable, hence there's no need to control their "aggression". Unfortunately, this also applies to the enemies as well, and some enemies in Zone 6 will even turn the A.I. system against you. This is why I think the A.I. is better in Sonny (2017), both your allies and enemies are "smarter" in a majority of the fights. If you need some form of control, use Wound on targets you wish to kill first, and Envelope/Constrict/Volt Snare on targets you don't want to kill first. The Defense stat can also be used to manipulate the A.I., as units will prefer targeting enemies with low Defense, i.e. takes more damage than the others. This is why Magma Beam, and sometimes Savage Strike, works similar to Wound. However, they aren't exact replacements.Sometimes I wonder, if this game didn't use the name "Sonny" maybe it would've been received better...
I didnt read any of this tragic grabbing of straws to rationalize how horrible this game is. I've played free games that played better. To imagine a flash game from twelve years ago would be better than this newer game is another tragedy. I'd rather play Roblox tycoons than this crap.
I need to provide some much needed wisdom to this thread and this forum as a whole. Here's my theory on the matter after perusing the forums and having played all versions of the game sans Steam version: I'm fairly certain Krin just got fed up with the game. Not the game known as Sonny but rather the game industry as a whole. I will elaborate on this in awhile but we need some context first.
I remember playing the Sonny games back when I was still in high school circa 2008-09...it's been awhile. Like most flash games back then, playing the game was free and the only revenue people received from Kongregate and Armor Games came from overall plays and winning on monthly/weekly contests. The contests were typically a one-shot sort of deal where your game either did well enough on release to score a nice cash prize or you saw nothing from them. For certain games and developers, these flash websites would also offer exclusivity deals pertaining to timed releases or exclusive content. All in all, however, the flash game world was not very profitable unless you could constantly release new games, had built-in monetization via dlc/premiums or worked those exclusivity deals often.
As somebody who also ended up developing on both websites a few years later as I was working my way through college, I can confidently say that the games I made did not receive very much money despite releasing a couple dozen games over a 4 year period and winning 3 different monthly contests and a handful of weekly contests. My games never even came close to the level of popularity Krin's did during his run on AG. All in all, I made probably 5k across that 4 year stint as an amateur game dev going to school to learn how to be a better dev (DigiPen for those curious, I don't recommend it). I can almost guarantee that Krin probably did not make much more money than I did while developing games for Armorgames (we are talking low 5 digits at best). The money simply wasn't there back then and the amount of effort required to release something on a dying platform was trivialized by how little we were paid for our efforts.
For those unaware, sometime after Sonny 2 was created, Krin developed some sort of cancer, according to his blog (the blog is no longer around). I get that this is something that we can only really take his word on but I'm doubtful he would make something like that up. Coupling this with the lack of money from flash sites, schooling and actual jobs, I imagine Krin became very overwhelmed with the situation and just tried to release something that would at least be logistically safe, which Sonny 2017 very much is. I have followed Krin extensively for a VERY LONG TIME and he is clearly quite talented. For instance, the work Krin put in to helping to make the Canary music system used in Sinjid 2013 was revolutionary in the flash world. That kind of dynamically generated music is something we are only now just starting to see more of in the AAA space.
This is all just a long-winded way of saying that the talent was always there but the actual drive to release something of substance that could capture that same lightning in a bottle moment that the Krins, nerdooks, undefineds, kupo707s of yesteryear managed to do so long ago doesn't come so easily. I am sure that KupoGames and Nerdook Productions, both legends in the flash world from back then and current devs on Steam, can attest to the rigors of flash development, the lack of compensation and the difficulty transitioning to platforms like Steam. Krin "under-delivering" on "Sonny 3" is more just a systemic issue than anything else. Sonny 2017 was a very safe game to develop and probably earned Krin quite a bit comparable to what he did back in the day. I don't have those numbers personally but I know how much I have made back then and what I have made in the last couple of years on my official dev accounts (here and console platforms). The difference is like night and day and I often wonder why I even bothered with flash development on AS2 or AS3 in the first place when I could have picked up C#, Java or even something like Python around the same time and made so much more on other platforms.
I do not blame Krin, in the slightest, for making a formulaic game that comes across as uninspired or unoriginal. I don't blame him for potentially throwing in the towel either. Between the backlash here, the cancer, the stress of living and working the standard 9-5 that slowly makes us hollow inside, I do not blame Krin for the choices he made. I don't think any of us should be mad at him for walking away from this or putting things in the rearview mirror. I know Krin kicked ass back in the day and could still kick ass now but sometimes kicking ass all the time just starts to become such a drain and take its toll.
So what if the game sucks? Don't buy it, don't play it and move on with your life. There's no sense in kicking a man when he's down and not even around to defend himself. I'd love to see somebody, hell, anybody, try to recreate that same magic Krin did back so many years ago. I'm sure it will happen someday but we certainly don't have to hold Krin to some unrealistic standard in the meantime. If he chooses to continue creating stuff in the future, good for him but if he doesn't, I don't blame him. Game development is often a tireless, thankless, unrewarding career where people will put you down for any hint of weakness. These forums have proven that time and time again.
Try to be more supportive in the future, folks.
I can't say how many times I've replayed both of the original games into the ground up until flash got taken offline, but it was one of my favorites and still is.
Sadly, this is not Sonny. It's paper cutouts with no animations and is as lifeless as the 2d drawings that fill it.
True, the dev had some horrible things to go through in the past, and I understand that, but that doesn't mean that people have to placate them or not voice their opinion if it's potentially against the typical norm (in this case, by saying they dislike it).
It may be harsh in some ways, but if they dislike it, they have just as much right to say so as those that praise it.
I for one will always love the first games. Sadly, I cannot say that this one will ever be anywhere close to their potential. I would rather play those any day of the week, and wish I could refund this game (believe me, I've tried numerous times). I feel that the money could've gone to something much more deserving and kick myself about it mentally routinely that I made the mistake of blindly staying with the dev and playing more until the point of no return in that regard.