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Ray Part 2 - Funny Game

Ray Part 2 is a gritty choice-driven action game on Kiz10 where every decision can turn into a shootout, a betrayal, or a clean escape you barely deserve. ๐Ÿ”ซ๐Ÿ•ถ๏ธ (1566) Players game Online Now

Ray Part 2
Rating:
full star 4.2 (12 votes)
Released:
11 Dec 2014
Last Updated:
02 Mar 2026
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet) / computer
๐—ฃ๐—œ๐—–๐—ž ๐—” ๐—–๐—›๐—ข๐—œ๐—–๐—˜, ๐—ฃ๐—œ๐—–๐—ž ๐—” ๐—ฃ๐—ฅ๐—ข๐—•๐—Ÿ๐—˜๐—  ๐Ÿ˜ˆ๐Ÿง 
Ray Part 2 on Kiz10 doesnโ€™t treat you like a tourist. It drops you right back into a world where talking is dangerous, trust is expensive, and every โ€œsimple jobโ€ has that unmistakable smell of trouble. This is a choice-driven crime action game, the kind where youโ€™re not just playing a mission, youโ€™re steering it. One moment youโ€™re trying to get information, the next youโ€™re deciding whether to threaten, negotiate, run, or pull the trigger first. And the wild part is how fast your mood changes. You start calm, thinking youโ€™ll be clever. Then one wrong decision turns the scene into chaos and you realize the game is basically a test of judgment disguised as an action story.
Itโ€™s not a long, slow RPG with endless stats and menus. Ray Part 2 is tighter, more immediate. You make a call, you see the consequence. You push forward, and the story keeps twisting like itโ€™s daring you to keep your hands on the wheel. Youโ€™ll get moments where you feel like a mastermind and moments where you feel like you accidentally clicked โ€œruin everythingโ€ on purpose. Thatโ€™s the charm. Itโ€™s an interactive crime adventure where your choices matter enough to sting.
๐—ง๐—›๐—˜ ๐—ฆ๐—ง๐—ข๐—ฅ๐—ฌ ๐—™๐—˜๐—˜๐—Ÿ๐—ฆ ๐—Ÿ๐—œ๐—ž๐—˜ ๐—” ๐—ฆ๐—ง๐—ฅ๐—˜๐—˜๐—ง ๐— ๐—ข๐—ฉ๐—œ๐—˜ ๐—ช๐—œ๐—ง๐—› ๐—ฌ๐—ข๐—จ ๐—”๐—ฆ ๐—ง๐—›๐—˜ ๐—˜๐——๐—œ๐—ง๐—ข๐—ฅ ๐ŸŽฌ๐Ÿ•ถ๏ธ
The tone is gritty and direct. Ray Part 2 has that back-alley energy where every character feels like theyโ€™re hiding something, and every conversation has an invisible clock ticking behind it. The game doesnโ€™t need fancy cutscenes to feel cinematic, because the tension is baked into the decision points. Itโ€™s that moment where you stop and think, okayโ€ฆ if I choose this, I might survive, but I might also regret it. If I choose that, I might win fast, but I might also open a bigger problem later. And suddenly youโ€™re not โ€œclicking options,โ€ youโ€™re weighing risk.
Thatโ€™s what makes it feel different from a normal shooter. The gunplay and violence are part of the world, sure, but the real gameplay is the branching path. Youโ€™re shaping how Ray handles the mission, what kind of person he becomes in the middle of it, and how messy things get before you crawl out the other side.
๐—–๐—›๐—ข๐—œ๐—–๐—˜ ๐—š๐—”๐— ๐—˜๐—ฆ ๐—”๐—ฅ๐—˜ ๐—”๐—–๐—ง๐—จ๐—”๐—Ÿ๐—Ÿ๐—ฌ ๐—”๐—•๐—ข๐—จ๐—ง ๐—ฃ๐—ฅ๐—œ๐——๐—˜ ๐Ÿ˜…๐Ÿ”ฅ
Hereโ€™s the funny truth: games like Ray Part 2 arenโ€™t only about the story, theyโ€™re about you trying to prove you can make better choices than last time. You die, you fail, or you get a bad outcome and you donโ€™t just think โ€œokay, restart.โ€ You think โ€œno, that was stupid, I can do it cleaner.โ€ The replay loop is built on pride. The game shows you a consequence and dares you to outsmart it on the next run.
And because the choices can swing hard, replaying doesnโ€™t feel repetitive. It feels like testing alternate versions of the same scene. What happens if you talk instead of shoot? What happens if you shoot instead of talk? What happens if you try to play nice and everyone laughs at you? What happens if you go in aggressive and it backfires? The game turns you into a strategist even if you didnโ€™t arrive planning to be one.
๐—š๐—ฅ๐—œ๐—ง๐—ง๐—ฌ ๐—”๐—–๐—ง๐—œ๐—ข๐—ก, ๐—•๐—จ๐—ง ๐—ง๐—›๐—˜ ๐—ฅ๐—˜๐—”๐—Ÿ ๐——๐—”๐—ก๐—š๐—˜๐—ฅ ๐—œ๐—ฆ ๐—ง๐—›๐—˜ ๐—ช๐—ฅ๐—ข๐—ก๐—š ๐— ๐—ข๐— ๐—˜๐—ก๐—ง ๐Ÿ”ซโณ
When Ray Part 2 gets violent, itโ€™s usually because a decision pushed you there. That makes the action feel earned, not random. The tension isnโ€™t only โ€œcan I win a fight,โ€ itโ€™s โ€œdid I create this fight by being reckless.โ€ And that feeling is way more intense than a normal wave shooter, because the blame is personal. You chose this path.
The game rewards players who think one step ahead. Not in a complicated chess way, more in a street-smart way. If you sense the situation turning hostile, you prepare for it. If you sense a character is lying, you donโ€™t blindly trust them. If youโ€™re walking into a risky moment, you donโ€™t waste your best option too early. That kind of decision-making is the core of the experience. It feels like a crime story where your survival depends on reading the room, not just clicking faster.
๐—ง๐—›๐—˜ ๐—•๐—˜๐—ฆ๐—ง ๐—ฃ๐—”๐—ฅ๐—ง ๐—œ๐—ฆ ๐—ง๐—›๐—”๐—ง ๐—œ๐—ง ๐——๐—ข๐—˜๐—ฆ๐—กโ€™๐—ง ๐—ฃ๐—ฅ๐—˜๐—ง๐—˜๐—ก๐—— ๐—ง๐—ข ๐—•๐—˜ ๐—ก๐—œ๐—–๐—˜ ๐Ÿงจ๐Ÿ˜ˆ
Ray Part 2 isnโ€™t interested in being polite. Itโ€™s a game that lets you make bad choices and live with them. Sometimes that means failing fast. Sometimes it means surviving but paying for it later. Sometimes it means you โ€œwinโ€ and still feel like you got played. That moral grime fits the world perfectly. It also makes the story feel alive, because outcomes donโ€™t feel clean. They feel like consequences, and consequences are messy by nature.
And yes, youโ€™ll occasionally get a moment where you stare at the screen likeโ€ฆ wow, I really did that. Then you laugh because youโ€™re not watching a movie. You are the person who clicked the option that caused the disaster. Itโ€™s hilarious in the most uncomfortable way.
๐—›๐—ข๐—ช ๐—ง๐—ข ๐—ฃ๐—Ÿ๐—”๐—ฌ ๐—ฆ๐— ๐—”๐—ฅ๐—ง ๐—ช๐—œ๐—ง๐—›๐—ข๐—จ๐—ง ๐—ž๐—œ๐—Ÿ๐—Ÿ๐—œ๐—ก๐—š ๐—ง๐—›๐—˜ ๐—™๐—จ๐—ก ๐Ÿง ๐ŸงŠ
If you want better outcomes, donโ€™t rush the choices like theyโ€™re filler. Read the scene. Ask yourself what the game is hinting at. Is someone baiting you? Is a โ€œtoughโ€ option actually a trap? Is a โ€œniceโ€ option just weakness in disguise? In choice-based action games, the best decisions often look boring for a second. Theyโ€™re the ones that keep your options open.
Also, remember this: survival isnโ€™t always the same as victory. Sometimes the cleanest path is the one where you avoid a fight entirely. Other times you need to act fast and commit. The game gets more satisfying when you start treating each decision like a tool. Not โ€œwhat do I feel like doing,โ€ but โ€œwhat does this moment require.โ€ That mindset turns Ray Part 2 into a proper interactive strategy story, where youโ€™re not just reacting, youโ€™re steering.
๐—ช๐—›๐—ฌ ๐—ฅ๐—”๐—ฌ ๐—ฃ๐—”๐—ฅ๐—ง ๐Ÿฎ ๐—›๐—œ๐—ง๐—ฆ ๐—ฆ๐—ข ๐—ช๐—˜๐—Ÿ๐—Ÿ ๐—ข๐—ก ๐—ž๐—œ๐—ญ๐Ÿญ๐Ÿฌ ๐Ÿ•น๏ธ๐Ÿ”ฅ
Kiz10 is perfect for games that deliver instant tension and quick replays, and Ray Part 2 is exactly that. You can jump in, make choices, hit an outcome, and replay with a different approach without wasting time. Itโ€™s a crime action adventure that feels like a branching street story: fast enough to stay exciting, risky enough to feel real, and flexible enough that your decisions actually matter.
If you like story-driven action, stickman crime vibes, decision-based gameplay, and missions where the โ€œrightโ€ answer isnโ€™t always obvious, Ray Part 2 on Kiz10 is the kinds of game that keeps you replaying until you finally get the run that feels sharp, controlled, and almost professionalโ€ฆ almost. ๐Ÿ˜…๐Ÿ”ซ

Gameplay : Ray Part 2

FAQ : Ray Part 2

What is Ray Part 2 on Kiz10?
Ray Part 2 is a choice-driven crime action game where your decisions shape the mission flow, the fights, and the story outcomes.
What is the main objective in this choice-based action game?
Complete the mission by making smart decisions, getting information when needed, surviving dangerous encounters, and avoiding choices that trigger bad endings.
Is Ray Part 2 more story or more shooting?
Itโ€™s both, but the story choices drive the action. Many fights happen because of decisions you make, so judgment matters as much as reflexes.
How do I get better outcomes and fewer bad endings?
Slow down at decision points, read the situation, and pick options that keep your escape routes open. Greedy or reckless choices often snowball into chaos.
Why is it so replayable?
Different choices can lead to different scenes and consequences, so replaying feels like testing alternate versions of the same mission to find cleaner outcomes.
Similar choice and crime action games on Kiz10
Ray Part 1
Sift Heads 5
Sift Heads Zero
Sift Heads World Act 1
Fleeing The Complex

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