You’ll love the sequel if you like the original Mad Dex arcade game. Mad Dex, a little hero, continues his adventures. He’s a square, and he’s the protagonist. One day a huge monster kidnapped your 100-year-old sweetheart, Ms. Dex. He also has designs for your lovely city and plans to destroy it once he has it under his control. Crazy Dex made up his mind that he would rescue his love, vanquish the evil monster, and restore peace and order to the city. That justification seems sufficient for picking Mad Dex.
Overall, I found Mad Dex 2’s plot to be quite engaging. Although the central idea isn’t very novel, the author’s unique take on it makes for an engaging read. Parkour is Mad Dex’s most impressive ability. Exactly as slow as a snail. Dexter, the Mad Cube, has the ability to expel a sticky red fluid. With this, he can scale high barriers and jump over low ones.
Along the way, Mad Dex can find useful weapons and equipment, such as rockets he can strap to his body and use to escape without resorting to parkour. Having a gun that can shoot in any direction is a huge advantage in boss encounters, regardless of how many barrels it has. Our protagonist can also do parkour, but he has various other special abilities, and they’ll be a great asset to your journey.
Each level concludes with a challenging problem, and completing it will reveal more information about a larger mystery. That’s why, once players start getting “onions” from Mad Dex 2, they can’t stop playing the game.
Jumping, acrobatics, parkour release, shooting, rocket flight, etc. must all be perfectly timed, and you must be quick on your feet to avoid various traps. (Tacky cogs, molten lava,…) Not understanding the rules of physics in Mad Dex 2 will likely cost you several lives, and there is a long way to go, even if you do comprehend. Never before in a game has a scenario looked so beautiful but caused so much pain.