IndestructoTank 2, to some the name might evoke feelings of dew eyed anticipation, the return of the indestructo-king. This is, in a manner similar to Pillage the Village, a refurbishment of an early Flash classic, back when Newgrounds was the only portal. You have at your disposal a nice smorgasbord of modes — three — for free, which is a way better deal than in Vegas.
The first mode is a graphical re-skin of the original, which is worth repeating here. You pilot an indestructible tank, which you might have guessed, and can control it simply by moving left and right. Instead of trying to avoid bombs and other projectiles, you want to run into them, because their explosions propel you into the air where you're able to hit helicopters and planes. Each enemy you hit bounces you further, so its possible to bounce in succession many times over, racking up higher and higher combos. This was the kind of clever inversion of tradition that you'd see in the early days of Flash become stuff like Line Rider or Dolphin Olympics. You lose when you run out of fuel, which is always draining but slowed when you kill, and your fuel is refilled when you accumulate enough experience to level-up, which allows you to spend points increasing the frequency of different types of enemies. This puts you on a feedback loop of more points and bigger combos.
The enhanced version has incorporated player feedback to come up with a new feature, the boom meter, which fills up as you destroy enemies and allows you a jump. This is a really useful addition that lets you continue a combo in a pinch, making it a key resource to save for that break when there's nothing on screen.
The story mode is an attempt to take the game beyond the open-ended Valhalla of the high-score board and strap some meaning and level design onto the experience. And when I say "meaning" I mean it, I think, at least there's a sense that they're trying. The writing is hackneyed with the protagonist, Dirk Danger, voice acted by a guy giving a bad David Hayter impression. The story is both vague and explicitly stereotypical — a sample line "wait Whiz Kid, are you a Hacker?" — and accompanies a set of level designs that can only really play with adding gaps to the ground, since the game design isn't really oriented towards varied questing and whatnot.
The adventure offers some risque innuendo; a former lover you kill by jumping on her machine five or six times; a boss who is also your father, and then the ending, hah, I was speechless. The whole story up until the end is completely facile, one-dimensional, stereotypical, and at the end you start to seriously wonder if they were being ironic or not. When he starts talking about combos, you might experience the feeling of eating an ice cream cone made of cognitive dissonance.
But hey, its IndestructoTank... 2!