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Play in Survivor mode for a more realistic experience where the need food and sleep will be added to your survival requirements. Or play in Run'n'Gun mode and blast your way to freedom.
I have to agree with the others.
So i was suprised to see this was finally released, and i've just finished it.
I wasn't honestly too impressed, but it was a good timewaster.
Like other people have said, there's quite a few bugs and things that don't seem to have any point or seem to be used too often, etc.
Firstly, i did pick hard mode. Right off the bat, before i even got chance to kill a zombie, i was given a tire iron and a pistol.. I think that it would have been better if i got the pistol later on.
- I picked hard mode, yet ammo and weapons still seemed to be very common, and i got some ammo every other kill, so i never really ran out.
-However, the melee items for some reason seem to be better than the firearms.. i found myself hitting zombies more if they were in my face, with a melee weapon such as an axe, than say, a shotgun.
- Like other people have said, the second survivor you can recruit doesn't seem to actually use the rifle that you fetch for him, he just kinda ended up with the weapon i gave to the first survivor.
-also, soon after i recruited the second guy, he just dissapeared. He didn't fall on the floor, i just walked into a house and he was gone.
- I also noticed that i couldn't go back and find the first survivor, the girl.. she just dissapeared off the entire game after i recruited the second guy.
- I think it's pretty silly how the survivors could have unlimited ammo. I gave a survivor a grenade launcher and the game was ridiculously easy until he randomly dissapeared.
- Finally, i don't know if i was doing something wrong, but i couldn't get the grenade launcher to work at all. Grenades were terrible too, i only got 2 of them but they were both wasted because they had a terrible angle at which they were thrown at.
-Like other people mentioned, the ending was, really anti climatic.
Maybe i just had too high expectations, but i think there's a lot of room for improvement. The game was also very short, i completed it in about an hour (and i explored everywhere). The other 2 last stands were so much longer.
Also, i thought this game would have been more centered on barricading yourself into places but also going out. But, there was no barricading to be found.
I experience major problems with my in-game cursor/mouse.
Freezes, Lags as if the game runs on low FPS(But it doesn't) and other stuff.
Please look this up and if anywone else has the experience of this i think they would appriciate this as much as i would.
Please fix this! It's so good game but i cant play it!
controls don't work
i can't even make it past the first screen, seeing as i need to use my keyboard which apparently wont work with this game. can someone tell me what i'm doing wrong?
I agree, somewhat, with theshadowcritic
The whole "chance" issue in searching through containers was always going to be there. It's the risk you take in scavenging. Do you risk the health and resources checking every single room when there A) might not be anything in there, and B) you could be setting yourself up to get a horde dropped on top of you in a very small room with no way out until you clear the bodies. I agree it's frustrating to fight your way through 20 zombies to find a gossip magazine or a bag of bolts, but I don't take away any points for it.
One thing that I notice is that the achievements actually provide in-game rewards in the form of XP. That's cool, a feature that I've seen in some flash games but not as much as I'd like for as many achievements that I see around here. And it makes sense, the achievements -- most of them anyway. After defending yourself from so many zombies you should become better overall because of it. The use of skill books is an interesting touch, somebody mentioned taking elements from Fallout but I don't mind that in an RPG-leveling environment that there are objects out there that can serve for a stat-boost.
I also agree that the variation in enemies kept things from feeling too repetitive. And the settings, while basic urban fare, retained a sense of dread while also a kind of sudden hopefulness. People were alive out there, you never knew where you'd find them. Usually in a safehouse, but maybe not. That was another thing about checking every door. I'd not have found Kelly if I just said screw it and passed by the grocery store in Glendale.
On that note, the companions... while their stats are identical, I feel that they seem to have this idea that they can't fire a gun at point-blank range. If I give you a shotgun, your operating range for that gun should not start at 7 feet away. Yes, I understand, a bunch of zombies dropped right on top of us. Don't just stand there -- help shove them away at least. The AI positioning and capacity to defend itself relied too much on where I was standing and moving, and what kind of weapon it got. I understand that your typical zombie has lost all instinct for self-preservation, but a living human should not behave in the same manner. There were also a couple times when the game glitched out on me, my character would not accept any inputs to move or attack. The game kept moving at its normal pace, and I could still open my menus -- the character just gave up it seemed. Not sure why, and I was able to keep from dying by opening a menu to pause the game, then saving/quitting/reloading. Still, I don't know what happened to cause it but twice in a few hours, without any other performance degradation of the game or my own computer, seems like a bit of an issue. Actually, maybe I just experienced the same kind of bug as whatever made the Companion AI choose to commit suicide by willful lack of self-defense.
As with the Shadowcritic, I agree that guns were too much of a hit-chance problem. A chance to miss is fine, but too high a chance and it's awkward. If you shoot at a crowd of people, you're going to hit somebody. And the bigger the gun, the more bullets it has and the more powerful the spread, and it becomes almost idiot-proof in close-quarters. Given that you can choose to be a trained soldier or police officer, they should not be missing this much considering that marksmanship training is a regular part of their activities. If they can't hit a zombie from two feet away, why even put guns in there? A better way to implement guns would be to increase the accuracy multiplier for the guns while greatly cutting down on the probability of finding ammo for the guns. The guns wouldn't seem overpowered if you only had a handful of bullets for each one at any given time.
The item descriptions were chuckleworthy at times, the references to other games were well done -- paying tribute to giants of their genres without being exploitative about it, and the story at least came together decently. I still kept playing, so I still give it a high score.
This is freaking sweet!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!! I played for hours!!!! My computer lagged a bit at times and there could still be some refinement to the game but it is still great!!!
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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