I could see a lot of feautures from Mirrors Edge which you used pretty well
STFU 13 "I"CH
Explosions are fun
Are they really stuck?
The tingle face made me :D And the way Tetra just stares...
Also red Link makes me question whether they are stuck or not... It wouldn't be as funny if it wern't for the loop.
(For those who are wondering. The changes are when they get fired and they hit the island and stuff falls off)
Good concept. Bad design.
(Sorry for 'giant wall of text' style. The reveiw is pretty all over the place with points of focus)
I like the idea of this game.
There are a few things that are pretty bad, though. Like how the veteran can insta-kill 3 enemies in a row with the melee head crack, but miss a headshot more than 4 times, which bears the question, what are the characters different skill levels for if the can be just as good (if not better) with melee attacks as the jock, or nurse. The art looks like you're moving paper cutouts around a flat board. It's pretty unorigonal to have a fat guy puke on you, but I guess there aren't many origonal zombie types that would make sense, nowadays. The music was pretty cool the first time, but got annoying very quickly. The character icon constantly flashes when you have a skill point, even though you are trying to save up points for something else. The armour system is pretty bad, since cardboard-cutout man has the same avatar, even when you have equipped something. It makes no sense that you can only use bandages in battle, with tonnes of zombies breahing down your neck, as opposed to a relatively peaceful area with no zombies. Another annoying this is that zombies can phase through walls. It becomes pretty frustrating when you can't attack them, but they can attack you. Looting was alright, but I can tell that when you boast 'over 602 possible different equipable items', most of them were just variations (broken, shiny, perfect ect.). I liked how you could aim for different parts, but could have been better if you could target different limbs, which could lead to a 'Fallout' VAT's type of attacking, along with the hit percentage. It was pretty vauge with how likely it was to hit your mark. The combat animations were alright, but looked wierd with all enimies having the same animation. It would be cool if death animations were limb, specific, like the headshot animation. So killing someone by shooting them in the legs and having the zombies legs snap. I found it odd how you couldn't shoot someone with the shotgun a point-blank range, considering it is the range the weapon is designed for. It was pretty constricting having to choose from a small list of players with preset skill levels; It's not very RPGish having to do this, as oppsed to placing points into a skill table.
I don't hate this game. I wouldn't of found all these flaws if I adn't played for as long as I had.
I am quite glad there will be sequels. I hope you will address these problems and do something about them in the next game, because I really like the idea of this game, just not the way it was presented.
How the hell am I supposed to rasie him...
...When the selfish bastard leaves when he is 8?
I liked the orginal better.
Things that come to mind...
This definately reminds me of the game [prototype] (it kicks ass) with the crimson and dark colours, and the way it looks like a gohst because none of the colours are not really solid. That makes me think of a 'death angel' (even though I have no idea where/who that came from, mabye a sorg or band?). This is worthy of the 'fine art' catagory.
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