Spark the Electric Jester 2

Spark the Electric Jester 2, previously known as Fark the Electric Jester, is a sequel to the first game, Spark the Electric Jester, now built in the 3D engine Unity.

Plot
The story of Spark the Electric Jester 2 begins with Fark recollecting on the events of the first game, noting Spark's battle with Freom and how he failed his mission despite being a copy of the mentioned Electric Jester. He soon wakes up and realises he was put under maintenance by Dr. Armstrong, who notes the lack of damages found and his special one of a kind body. Fark then corrects the doctor, telling him that "Fark" is not really his name, but was infact given to him by Spark, which then leads to Fark asking the doctor if he had found an actual name for him while he was under maintenance. The doctor deconfirms this, but claims he could dig through Fark's code and find it for him, overjoying the better yellow one, leading to Armstrong questioning his spite for his current given name. Fark explains the reason for his current name, that being his similar appearance to Spark himself, and while the doctor assures him that there's no shame in that name he nonetheless agrees to looking through his code. Right as Dr Armstrong orders Fark to lie down on a table to begin the searching process, a new and unknown Electric Jester appears and kidnaps the doctor, leaving Fark with the goal of finding him to reveal his true identity.

To be continued ==>

Gameplay
Spark the Electric Jester 2 is LakeFeperd's first commercial 3D game made on the Unity engine, running on an updated version of his previous HedgePhysics project.

The player has a choice of multiple difficulties, Casual, for people interested in an incredibly easy playthrough, Easy, a still easy though slightly more challenging take, Normal, the most accessible difficulty, Hard, where enemies deal more damage, Very Hard where enemies deal even more damage, and Challenge mode, where Fark can only take two hits and his parry mechanics change while he deals more damage to enemies. The difficulty can be later changed while playing, though it is only permanent and must be changed everytime the player wants it altered in a single life, as it resets whenever loading a stage or dying.

The game has you take control of Fark, retaining alot of his abilities from the first game, while also giving him some new toys to play with. His new Jester Dash ability allows him to home in onto weaker enemies and damage them, though tougher enemies cannot be damaged using this move. Charged up attacks now have their own dedicated button (R1), and pressing the L2 button gives him access to two new abilities, the Jester Charge, which allows Fark to charge up and gain an incredible boost of speed, and the Down Dash, a downward dash that can be used to reduce falling time and make percise landing options. His Parry is now slightly more forgiving, allowing the player to hold the shield up rather than activate it for a split second. This comes at the price of having the shield overheat if held for a long duration. A parry done early will be a dark blue and will give Fark some energy, a perfect parry is a bright turquoise which gives him even more energy, and a parry done too late will knock the Jester down and will deplete a large amount of energy, though no damage will be taken. Keep in mind that this new shield can be reverted back into the first game's parry mechanic by picking the Challenge difficulty. Fark previously could not use any special Jester Powers, but in this sequel he has the option of using seven. He can store up to three Powers at once, mapped to the directional buttons, while the up arrow reverts him back to his base form.

Fark sees himself take fold into 13 levels and multiple bosses. The levels are large and allow full freedom of movement, with many pathways left and right. In the level there are enemies of varying strength, Bits which can be used in the shop and can slowly heal Fark, larger health packs, and capsules containing Jester Powers. Levels are completed in a straightforward manner, with the only goal being to reach the end Goal ring. There is actually an early Goal ring for a player's first playthrough of the stage. These stages are picked via a map, allowing the player to view the world of the Moon from above.

Stages

 * TUTORIAL: Fark School
 * 1- F.M City
 * 2- F.M Downtown
 * BOSS 1- Ryno Dyno
 * 3- Floria Highway
 * 4- Floria Plant
 * BOSS 2- Turbo Bird
 * 5- Floresta Blanca
 * 6- Castela Blanca
 * BOSS 3- Float
 * 7- Shantoria Town
 * 8- Technoria City
 * BOSS 4- E.J
 * BOSS 5- Double
 * 9- Terminal Dragon
 * 10- Scaria Stropolis
 * 11- Titanic Tower
 * BOSS 6- Flint
 * 12- Planetary Stripe
 * 13- Hyperath Fleet
 * BOSS 7- Astra & Romalo
 * 14- Apocalypse Thruster
 * BOSS 8- Freom
 * Final Boss

Trivia

 * The original demo build was slightly slower, with Fark's acceleration being increased in the final version.
 * The save select screen is structured similarly to Sonic Adventure 2's own main menu screen, with character artwork sliding horizontally in the background.
 * The main menu screen is structured similarly to the Metal Gear Rising: Revengeance main menu screen, with both Fark and Raiden having the camera pan around them as they flash with electricity.
 * The main menu screen was not the only inspiration from Metal Gear Rising: Revengeance, as both game share many similarities. Both Raiden and Fark are robots staring in their own game after the main characters, Double, Flint and Float are all expies of bosses in Revengeance, and the Static Bar is based on Revengeance's own FC Bar.
 * The Biker Jester was originally going to ride the motorcycle at all times. This was reduced to just being included in it's charged up attack.
 * The original script contained a lot more swearing and cursing, which was all reverted after backlash following a trailer showcasing said vulgarity. The only two characters affected by this were E.J and Double.