Not as good as the first, but the answer to why is kinda complicated for some reason. 
This game finds a fascinating solution to the problem most bad ending games face: the Loss Paradox.
Being made in RPGM, and also for people with half a braincell, these games are really easy. So easy in fact that that battles might as well be a win/loss button most of the time, cause there's NO WAY you could lose unless you wanted to. This is a problem because the natural path for playing the game is perpendicular to how you get the content you actually want. While one could argue that they find it hotter that this hero who should be above the most basic enemies can lose, I find it constantly bothering how I feel like I have to go on what feels like a side tangent to get to the parts of the game I actually want to play.
Kamikaze Ouka 2 actually has a solution to this! In this game, you start at level 99, and will continue to be that level as long as you keep winning to the singular boss that exists. If you lose to him though, you get to experience a small bit of game design proficiency from an h-game, as rare as a unicorn.
He drains your levels every time you lose to him, which makes getting back to him by fighting through the goons harder and harder each time. After losing to him the first time, even winning against him will grant you an alternate hot ending, meaning that it essentially reverses the dynamics of the entire thing. By engaging with the side of the game that you want to, you set yourself on a path where the game gets more challenging and interesting because it actually gets HARDER not EASIER unlike most RPGM games.
I legitimately lost multiple times against the mobs in the leadup to the big bad's fight because I was just so weak and pathetic, the only way I stood a chance being to use the seduction moves the game teaches you, another interesting dynamic.
I really appreciated this small revolution in design from Ankoku, and I think it really did the game wonders. What didn't was the complete lack in variety compared to the last game. Last game's school was so wide and sprawling, and it felt like there was malicious intent around every corner. The smaller space of this game limits the possibilities, and resulted in a shorter more concentrated experience.
Regardless of the fact that it might still be the inferior product to Kamikaze Kommittee 1, it is absolutely worth playing for fans of the original. I doubt you'll be disappointed.
					This game finds a fascinating solution to the problem most bad ending games face: the Loss Paradox.
Being made in RPGM, and also for people with half a braincell, these games are really easy. So easy in fact that that battles might as well be a win/loss button most of the time, cause there's NO WAY you could lose unless you wanted to. This is a problem because the natural path for playing the game is perpendicular to how you get the content you actually want. While one could argue that they find it hotter that this hero who should be above the most basic enemies can lose, I find it constantly bothering how I feel like I have to go on what feels like a side tangent to get to the parts of the game I actually want to play.
Kamikaze Ouka 2 actually has a solution to this! In this game, you start at level 99, and will continue to be that level as long as you keep winning to the singular boss that exists. If you lose to him though, you get to experience a small bit of game design proficiency from an h-game, as rare as a unicorn.
He drains your levels every time you lose to him, which makes getting back to him by fighting through the goons harder and harder each time. After losing to him the first time, even winning against him will grant you an alternate hot ending, meaning that it essentially reverses the dynamics of the entire thing. By engaging with the side of the game that you want to, you set yourself on a path where the game gets more challenging and interesting because it actually gets HARDER not EASIER unlike most RPGM games.
I legitimately lost multiple times against the mobs in the leadup to the big bad's fight because I was just so weak and pathetic, the only way I stood a chance being to use the seduction moves the game teaches you, another interesting dynamic.
I really appreciated this small revolution in design from Ankoku, and I think it really did the game wonders. What didn't was the complete lack in variety compared to the last game. Last game's school was so wide and sprawling, and it felt like there was malicious intent around every corner. The smaller space of this game limits the possibilities, and resulted in a shorter more concentrated experience.
Regardless of the fact that it might still be the inferior product to Kamikaze Kommittee 1, it is absolutely worth playing for fans of the original. I doubt you'll be disappointed.