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Don't Get Your Ass Chewed

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Disobedient 5 Points

Get your ass chewed on.

Zombie Killer 10 Points

Kill 25 zombies in one round.

David 25 Points

Beat the Goliath level.

Zombie Hunter 25 Points

Kill 75 zombies in one round.

Determined 50 Points

Beat the Turtle level.

Playing With Fire 50 Points

Kill 25 zombies on the Olympian level.

Zombie Thrasher 50 Points

Kill over 100 zombies in Arcade mode.

Chewer of Zombie Asses 100 Points

Kill 125 zombies in Arcade mode.

Tallahassee 100 Points

Beat the Campaign.

Author Comments

This is a small game I made in my free time that's actually an engine for an SRPG I want to make someday.

All medals are now fixed.
By the way, Abnf got his score in testing before things were finalized. Although it is possible to beat his score, if you're patient enough.

If you want to download this game to your PSP, along with over a hundred others, go to this link and follow the video's instructions:
kwing.newgrounds.com/news/post/717131

Should this game get a sequel, players can expect...
- Cooperative and competitive multiplayer
- Party battles
- Terrain that impedes movement
- Destructible cover
- Explodable gas tanks
- Weapons with stopping power
- Enemies that shoot back
- Larger arenas

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Cool game
Revolver + sniper rifle best combo

Phenomenal game. The soundtrack fit perfectly, the graphics were bland, yet fitting. I felt like a total badass running around with a revolver, and I quickly learned that sniper rifles don't kill all noobz0rz. It has a definite learning curve, and you really pulled off the turn based shooter, which is something I've never seen before. The levels were nicely designed, not just "more zombiez equals harder". The imp levels require mobility, the goliath level really made me feel I was fighting a tank. If I get bored with campaign, I jump to arcade mode. It's a stepping stone, but you set the bar pretty damn high. Kudos my friend.

Kwing responds:

Wow, thank you for the kind words!! :)

EDIT: I recently heard of a game called Valkyria Chronicles. It's basically this game but better. Damn those developers, stealing my ideas...

Not bas at all but, huh, medals don't work.

Kwing responds:

Funny, they work for everyone else. Update your Flash player, try changing browsers, refresh the page, clear your cache and/or cookies, and check your internet connection. If your connection spazzes at the moment you unlock a medal, the request won't go through.

Pretty good prototype

I liked the gameplay; I thought the turn-based aspect fit the game dynamics really well. We've all seen hundreds of zombie shooters where it's just a hassle to try and change weapons to meet the particular demands of the level, this was obviously different. The sfx were good, thought I didn't like the choice of music for this type of game. I thought the amount of movement varying per weapon was a little unusual, especially since it didn't seem to correlate with weapon weight (heavy weapons = less movement), but I thought that concept worked well with the strategy aspect of the game.

I'm not going to complain about the graphics re: characters and enemies, and I realize this is a stepping stone to a larger project, but you could've made the terrain a bit less bland. Also, using a pic from Zombieland for the title screen is probably setting the expectations for the graphics a bit high and resulting in so much negative feedback. I would also recommend making the level names a bit more descriptive since you've stated that each level has its' own unique challenges. Adding some sort of general radar map in the viewable screen, even if it's hazy or doesn't show every approaching zombie would probably be a plus since your first X number of shots are just guesswork. This is a good jumping off point for a shooter, and I look forward to the finished product.

Kwing responds:

Good review!

Music selection - I actually thought that I picked a good song for this. When I heard it on the Audio Portal I was taken in by its relaxed style mixed with some stone-cold techno. I felt this did a good job of setting a mood of thinking and prioritizing weaker zombies as well as blasting their heads off. Granted, the music does get a bit annoying; I remember when I tested this I thought it reminded me of one of those old 2006 Flash games. The limited music selection definitely makes it feel dated.

Weapon weight - I thought I made this quite realistic. A sniper rifle with enough power to penetrate several zombies is heavy and requires a lot of equipment for a proper shot, and an M60 is so heavy it's usually a mounted gun. Uzis tend to be very small, being submachine guns, and therefore would be light. Not sure what you're getting at with this.

Level names - I also feel like I did a decent job here, too. For instance, Lilliputia is an island in Gulliver's Travels known for having tiny people, and Ninja obviously implies the enemies are going to come at you quickly. I understand a couple of the names, like "Imps" could be a bit cryptic, but they didn't seem too bad to me.

As for a radar, this could be a decent idea. The implementation of simple zombies was done as a way to test out the engine itself, but when I realized how darned fun it was, I decided to make a small game out of it. Since I didn't put that much forethought into the whole concept of endless waves, I didn't bother with a radar, but that's not a bad idea.

The mechanics aren't too shabby. I typically hate top-down shooters because of the independent movements for shooting and running. The turn-based action does slow down game play a bit and the graphics could be better. But it looks like this is merely a prototype for a better game. Keep up the good work. I'm interested to see what you eventually come out with.

Kwing responds:

Thanks! If you're hoping for a more sped-up game, I'm sorry to say you won't be interested in the bigger project, as that too will be turn-based. But ideally it will feature enemies that shoot back at you and cover to duck behind! :)

Credits & Info

Views
14,552
Faves:
16
Votes
30
Score
3.73 / 5.00

Uploaded
Apr 17, 2012
12:14 AM EDT