Game review
Sonny
7 / 10
- Developer
- Jakrin Juangbhanich ("Krin")
- Publisher
- Armor Games
- Released
- 29 December 2007
- Platforms
- Browser (Flash), Windows
- Genre
- Turn-Based RPG
- Monetisation
- Free to play, funded as an Armor Games–hosted portal release rather than a standalone sale — the standard arrangement for a developer effectively working as an Armor Games partner at the time. No site-lock specific to this first game turned up in research; the documented exclusivity (a class only available on the Armor Games–hosted build) belongs to Sonny 2, not this one. No Newgrounds listing for Sonny was found, unusual for a Krin game and unconfirmed as to why.
- Players
- None in the original game — Sonny 2 added PvP character export/import a year later
The short version
Sonny takes a simple pitch — turn-based combat, spent on a zombie apocalypse instead of a fantasy kingdom — and gets the one system that actually matters right: Focus, a tactical resource that has to be earned in battle before it can be spent on the abilities that turn a fight, which makes even Sonny's earliest, simplest encounters into small planning problems rather than a stat check. Four classes, real attribute allocation and free respecs give a browser RPG a build-crafting layer well beyond what most Flash combat games attempted in 2007, and Armor Games' own numbers — a 95-out-of-100 score across more than 31,000 ratings on its original listing — say the audience noticed.
What keeps that score from climbing is how visibly this is a first attempt at a bigger idea. All four classes draw from one shared ability tree, so build variety mostly comes down to which stats you raise rather than which kit you're actually playing, and the story runs out after three zones and a bonus area — a genuinely short campaign that reads today as the sketch for Sonny 2, which fixed both problems a year later with class-specific trees and a longer campaign. Sonny is a good, tightly made RPG that its own sequel quietly renders optional.
Biggest strengths
- Focus is a genuinely well-designed tactical resource — most abilities cost it, a handful of moves generate it, and deciding when to spend versus bank it is the real skill the combat is testing, not just picking the highest-damage option every turn
- Four starting classes (Destroyer, Guardian, Assassin, Gunslinger) with real attribute allocation and up to five free respecs a day give the game an actual build-crafting layer, unusual for a free Flash combat game at the time
- A specific, committed zombie-outbreak setting — Sonny revived by Louis the Blind, hunted by the Zombie Pest Control Incorporated, chasing a mysterious "Tape" toward a mind-controlling Baron — gives the combat a story worth following rather than a generic wrapper
Biggest weaknesses
- All four classes pull abilities from one shared, universal tree, so two characters of different classes end up choosing from largely the same move list — a limitation Sonny 2 corrected the following year with class-specific ability trees
- The campaign is short: three story zones plus one bonus zone, noticeably smaller than the five story and two bonus zones Sonny 2 shipped with, and it shows in how quickly the plot resolves relative to how long the level-up systems take to explain
- No Newgrounds listing for Sonny turned up in research, which is unusual for a Krin release and means Armor Games' own continued hosting is close to the only period-accurate way left to play it
Who it's for: Turn-based RPG fans curious about the Flash-era browser game that built Armor Games' reputation for hosting something more ambitious than reflex arcade games, and anyone specifically interested in where the better-regarded Sonny 2 came from.
Our recommendation: Worth an evening if you like turn-based combat with real resource management — just go in knowing Sonny 2 is the more complete version of the same idea, and treat this one as the shorter, rougher original rather than expecting it to outdo what came after it.
7 / 10
Armor Games' listing for Sonny currently shows a 95 out of 100 across more than 31,000 ratings — the kind of number that, on a modern storefront, would be treated as an outlier worth investigating. On a 2007 Flash portal it meant something slightly different: a single developer, Jakrin Juangbhanich, working under the handle Krin, had put a turn-based combat system with real resource management into a genre — the browser action game — that mostly wasn't attempting one, and the portal's own audience noticed immediately. It went up on Armor Games on 29 December 2007 (a companion Kongregate listing from April 2008 is best read as a later mirror, not the original release), and it is worth being precise about that date, because the game it is most often discussed alongside — Sonny 2 — arrived almost exactly a year later and quietly became the version most people mean when they say "Sonny."
The system that carries the whole game
Sonny puts the player in a fairly conventional turn-based structure — a world map, a roaming mode for managing inventory and party between fights, and battle screens where Sonny and up to a few allies trade turns with zombies and worse — and then makes the whole thing work on the back of one resource: Focus. Focus is spent on Sonny's stronger offensive and defensive abilities, and unlike his four other attributes (Vitality, Strength, Instinct, Speed), it can't simply be raised with level-up points. It has to be earned mid-fight, usually by landing specific moves that generate it as a side effect, before it can be spent on the moves that actually turn a fight around. That single design choice is what separates Sonny's combat from picking the biggest number on a menu every turn: the interesting decision in most fights isn't which attack to use, it's whether to spend the Focus you have now or hold it for the ability that needs more of it later.
Layered on top of that is a genuine build system. Four starting classes — Destroyer (melee, high health, slow and unmagical), Guardian (a slower hybrid of physical and magic), Assassin (fast, high-damage, fragile), and Gunslinger (a spell-damage specialist with a thin health pool) — give attribute points to spend across five stats, and the game lets a player respec up to five times a day if an early build turns out wrong. For a free browser game released at the end of 2007, that's a meaningfully deep character system, closer to what a small commercial RPG would offer than what most Flash combat games of the era bothered attempting.
A specific, committed setting
The story earns more credit than "zombie RPG" as a two-word pitch suggests it should. Sonny is revived, mysteriously, by a mentor figure called Louis the Blind aboard a ship; when Louis is killed by agents of the Zombie Pest Control Incorporated, Sonny flees with a mysterious object referred to only as "the Tape," moving through a haunted beach called Ishiguro's Rest and a plains region called Gadi'Kala toward a city, Hew, and an eventual confrontation with a mind-controlling zombie overlord, Baron Brixius. None of that is groundbreaking on its own terms — it's B-movie zombie fiction wearing an RPG's vocabulary — but it's specific, internally consistent, and clearly building toward something bigger than the game in front of you, which turned out to be true literally as well as narratively once Sonny 2 continued it directly.
Where the sketch shows
The honest limitation sitting underneath both of the above systems is that Sonny only commits to them partway. All four classes pull their available abilities from a single, shared ability tree — the actual difference between playing a Destroyer and playing a Gunslinger is mostly which attributes you've raised, not which set of moves you have access to. That's a real gap next to how distinct the four classes sound on paper, and it's exactly the problem Sonny 2 solved a year later by giving each class its own tree (Psychological, Biological, Hydraulic), letting two characters of the same class diverge into genuinely different builds depending on which branch they favoured. The campaign itself is short by the same comparison: three story zones and one bonus zone, against Sonny 2's five story and two bonus zones. Neither of those is a flaw exactly — a first game being smaller and less refined than its sequel is normal — but it does mean Sonny today reads less like a complete statement and more like the working draft for one, and a reviewer owes readers that context rather than treating it as a finished, freestanding classic on its own.
Playability today
Sonny went dark along with the rest of Armor Games' Flash catalogue when browsers dropped Flash support in 2020, and came back on 28 February 2023, when Armor Games restored more than 300 of its old games — Sonny among them — running through the Ruffle Flash emulator, per the portal's own announcement. Flashpoint's archive also preserves it for offline play, and is specifically useful here because community discussion of Krin's games notes Flashpoint can surface site-exclusive content that a mirror site sometimes couldn't. One caveat worth naming plainly: a still-open Ruffle project issue documents an out-of-memory crash affecting Sonny 2's Armor Games–hosted Ruffle build on at least one reported hardware configuration, which points to a shared-engine risk that may not be fully resolved for Sonny 1 either — I could not confirm a report specific to this game, only to its sequel, so treat "restored" as "mostly working," not "guaranteed stable." For anyone who wants a version with a lower chance of emulation trouble, the Sonny Legacy Collection — a 2024 remaster bundling Sonny, Sonny 2 and a new third chapter — is sold on Steam as a native, maintained alternative, though it is a modernised package rather than the original artifact this review is about.
What I couldn't verify
I could not confirm who did the original game's artwork; Sonny 2's credits list a separate graphics artist (Joan C.G.), but no equivalent credit turned up for this first game, and Krin has described working largely solo before later projects brought on collaborators — that's a reasonable inference, not a sourced fact, so I'm not asserting he drew it himself. I also could not find a Newgrounds listing for Sonny, despite Krin's other series appearing there, and I don't know why; it may simply never have been cross-posted. Two pieces of retrospective coverage that would have been useful for reception context — a Medium essay on the game's legacy and a TouchArcade piece previewing the 2017 mobile remake — returned access errors during research and could only be read as search-engine summaries, so no direct quote from either appears here.
Final verdict
Sonny is a well-built first attempt at an idea its own sequel would execute more completely: a Focus-based turn-based combat system with real tactical weight, wrapped around attribute-driven character building that was genuinely ahead of most Flash combat games in December 2007. The audience it found on Armor Games was not wrong to rate it as highly as it did. But a shared ability tree across four classes and a three-zone campaign are real, visible limits, and both were fixed within a year by Sonny 2 — which makes this one, today, most valuable as the first chapter of a story worth reading rather than the destination in its own right. A 7.0 reflects a genuinely good browser RPG that its own sequel has mostly, if not entirely, superseded.
Pros and cons
Pros
- Focus is a genuinely well-designed tactical resource — most abilities cost it, a handful of moves generate it, and deciding when to spend versus bank it is the real skill the combat is testing, not just picking the highest-damage option every turn
- Four starting classes (Destroyer, Guardian, Assassin, Gunslinger) with real attribute allocation and up to five free respecs a day give the game an actual build-crafting layer, unusual for a free Flash combat game at the time
- A specific, committed zombie-outbreak setting — Sonny revived by Louis the Blind, hunted by the Zombie Pest Control Incorporated, chasing a mysterious "Tape" toward a mind-controlling Baron — gives the combat a story worth following rather than a generic wrapper
- Reception on its original host has been durable rather than a launch-week spike: Armor Games' own listing currently shows a 95-out-of-100 score across more than 31,000 ratings (per Armor Games' page, checked 5 September 2026)
- Preserved through more than one channel — Flashpoint's archive, a Ruffle-emulated build Armor Games itself restored in 2023, and a paid modern remaster — rather than depending on a single surviving copy
Cons
- All four classes pull abilities from one shared, universal tree, so two characters of different classes end up choosing from largely the same move list — a limitation Sonny 2 corrected the following year with class-specific ability trees
- The campaign is short: three story zones plus one bonus zone, noticeably smaller than the five story and two bonus zones Sonny 2 shipped with, and it shows in how quickly the plot resolves relative to how long the level-up systems take to explain
- No Newgrounds listing for Sonny turned up in research, which is unusual for a Krin release and means Armor Games' own continued hosting is close to the only period-accurate way left to play it
- Sonny 2 is, by the available accounts, a strict improvement on almost every system here — the practical effect is that the original mostly survives today as the first chapter of a story worth reading, rather than as a game worth choosing over its own sequel