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Oct 1, 2010 | 11:19 AM EDT
  • Daily 2nd Place October 2, 2010

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Author Comments

Defeat the zombies while managing multiple resources in this hybrid RTS game. Try a random map after the campaign.

The game consists of building towers, managing the resources needed by those towers (and the location of those resources), collecting more resources from cleared out buildings, and using resources to expand and destroy zombies.

Browse the online map database!

Shift-click to place multiple of the same item.
Shift-click on plus or minus buttons to change quota by 5.
+/- are hotkeys for changing survivor quota (board quota in barricades).

Reviews


DigliDigli

Rated 4 / 5 stars October 7, 2010

Finally a Unique Zombie Game

Its like a hybrid between Dawn of the Dead and Command and Conquer. I played it for a long while but it needs more! Like maybe a controllable character to clear out zombies instead of building turrets sneakily beside them. Or more types of barriers and zombies, and definately more types of resources and upgrades.

You'll play it for hours!



DestroyerDanDestroyerDan

Rated 4 / 5 stars October 11, 2010

good but...

Great game and fairly unique as I see it but a couple of issues got me annoyed:
1.I liked the supply chain idea but it didnt always work. if I built a new sniper at the end of the chain I'd still see people running ammo back to the start despite the quota being up at the new and down at the old. lost quite a few snipers that way.
2. I like the speed of the game and you need it that speed to give you chance to keep up, but there were times that i was sat waiting for the zombies to catch up or for resources to be harvested and I felt like a 2x button would have been useful.
3. the shift-click stuff didnt work for me. not really a problem but thought you should know!

other than that, really good concept and well implemented.



John234pwnsJohn234pwns

Rated 4 / 5 stars October 9, 2010

Bad presentation, great mechanics.

I'll be frank, the intro post made me almost exit the game then and there. It feels like it's drawn in MS paint, which really isn't true for the rest of the game. So there lies your main issue: the presentation is crap. The opening art, at least, is mediocre and the "radio conversations" are laced with cheese - a bunch of people won't ever get to the game itself.

The game is quite the gem when you look past that, though. The audio and overall graphical style worked very well, and it fit the gameplay itself pretty nicely. The simplicity of this RTS itself was the selling point. You had four options to work with, and that tended for easy, but surprisingly deep gameplay. Using survivors to create supply chains was very different for this kind of game, definitely a realistic touch. However, you got some issues in there too.

I don't know if it was your intent, but to make any advance, you gotta wreck everything, spend time recovering it, then build just to do it again. It's ridiculous. Depots are important, but you need to find a better way to implement them. I think a better solution would be trade routes where you could use vehicles for a gas price, etc.

Autosaves? Hell yes I agree you need them!

Enemy units could've had some more variety. Why not faster, weaker zombies? Fat, slow, and tougher zombies? Zombie dogs? Variety and tougher foes instills genuine fear in the player, essential for a good zombie game. It keeps the from getting stale too quickly, as well.

Sniper towers were a little too far in the direction of simplicity. I'd have liked it if you could have upgraded their protection directly, instead of placing barricade blocks around them - which sometimes required survivors to run around the damn protective perimeter. Maybe picked weapons too? Though, instead of multiple tower types like most games, just change the weapons for each one and have them cost differently. Snipers with longer range, shotguns, rifles, molotovs / pipe bombs for area blast, spray can and lighter / chainsaw for point-blank defense, etc.

Same with barricades, maybe reinforced ones that take more damage, barb wire / spikes that immobile or do damage. Booby traps, especially would've been useful, as it's a pain to take down your barricades repeatedly as you move on.

Now, survivors. I realize this is against the point, but I think some sort of armament would've been nice. Say, you upgrade a depot, and one out of every three carries a small pistol, etc. Another feature that would have been quite nice, though perhaps tedious is being able to manually set a route. I hate it when you tell the to barricade, and they round outside, around the city, through a zombie horde, then repair, only to get killed on the way back. If not control it, perhaps display the route taken while you're selecting so you know not to do it?

Other small issues, better presentation, possibly more maps, but otherwise, this game is great, and I like that you opened it up with an editor. It's a game with a crap ton of potential, and I'm really looking forward to a sequel. Great work!


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StripedyPaperStripedyPaper

Rated 4 / 5 stars October 9, 2010

a couple issues

Great game, but there are a few problems with pathfinding and resource allocation. Sometimes I have a depot chock full of survivors, but they won't move out.



newergroundsnewergrounds

Rated 4 / 5 stars October 4, 2010

I enjoyed it except...

Most of the levels were about learning to play. I felt like only two of the levels were non-tutorial in nature, and I only wish there were more.


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