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The Rose is Blooming

rated 3.82 / 5 stars
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Adventure - Point 'n Click

Credits & Info

Jan 7, 2013 | 3:07 PM EST
  • Daily 4th Place January 8, 2013

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Weekend Warrior 5 Points You're pretty good at not dying. Grats! Survive 25 days.
Mister Toughguy 10 Points Okay, so you can kill zombies. For now. Survive 50 days.
Survivor Man 25 Points So you'll make it for a while. Maybe even 'til the end? Survive 200 days.
I'm Coming to Your House 50 Points Okay, you made your point, no reason to show off. Survive 300 days.
Sagittarian 100 Points You're an ultimate badass. Survive 500 days.

Author Comments

I made some adjustments, reducing the chance of the super zombie showing up. The idea for the game was that it gradually gets harder with each passing day, and that your luck is worse each day. That is why it gets worse as you go, to see how long you can survive. I've taken everyone's crits into consideration and will make adjustments and release it again in the future!

The game autosaves. You can quit at any time, and come back to continue.

The goal of this game is to essentially see how long you, our hero, can survive after the end of the known world. There is some luck involved in this game, but also planning out what resources to use and when, is a major key to surviving for a long time. Please let me know what you guys like and dislike about the game and I will happily make adjustments based on the audience's opinions.

You don't have to rush in the combat, take your time. The zombies can only attack once, per each time you attack them. You hit them, then they can try to hit you. You always go first.



Rated 3 / 5 stars

It was fine for me but seriously food was basically the hardest thing to find which made me irritated


Rated 3 / 5 stars

After the first fifty days the super zombie shows up more often so it's best to use any medkits as soon as a quarter of your health is gone. Same with bullets. Use them or lose them.
Zombie health goes up at the same rate as your own to keep you from getting one-hit melee kills. Since the medikit always heals you a quarter of the way it become more valuable and efficient as the game goes on. You have 20 life it heals you for five, you have forty life it heals you for ten.
Primary issue is that it's too hard at the start and too easy later on. With the the way so much of your early survival depend on the luck breaking your way it's just disheartening.


Rated 3 / 5 stars

The concept is very creative and the illustrations are awesome, but random zombie encounters are waaaay too frequent. Food is far too scarce, so you're forced to constantly search (as opposed to using rest at all). Using rest results in more food shortages (food is already too scarce). There's a vicious cycle that occurs: food shortage leads to increased search, which leads to more zombie encounters, which leads to more searching with few good outcomes, which is coupled with more zombie encounters. If you tweak around with the search probabilities, this would be a much more enjoyable game.


Rated 3 / 5 stars

It's an alright time killer.

Your Max HP effects how strong enemies are.
-ex. If you have a hp cap of 10 through out the game enemies will die in the lowest amount of strikes possible (gun/melee 2-4 no wep upgrades, 1-1, 2, or 3 respectively more upgrades), aside from training or "level up" screens where you are effectively making the enemies damage endurance stronger.

Food gain/loss, ammo gain/loss, hp restore/hp loss, weapon/armor upgrades, and barters for gains of previously listed scenarios are all randomized.
The explorable areas, there names and the listed above in them, are all randomized as you proceed through them. This game has no written ending.

Weapon upgrades (hockey stick, bat, machete, chainsaw - etc) effect bullet damage. 1 weapon upgrade (bat) at 10 max health will one shot enemies when using the gun option. Machete/chainsaw (3rd/4th upgrade) +etc at 10 max health 1 shots with a melee swing.

It's not that the game becomes harder the further you get into it and I haven't noticed an increase of bad encounters now passing day 200, its just the illusion of the mechanic. If you increase or become more vital you're countering the definition of vitality. A counter productive beginners trap.

Honest opinion, I think RNG is over played in many games today. Replacing story arcs for randomly generated areas dismisses any accomplishment of progress or "the journey". Yes, in replays you get a different pattern but it's all the same stuff just jumbled up from the first go.

Gameplay necessities ex. loot, food, upgrades needed for ensured survivability thrown into the RNG blender turn a strategically placed layout into luck of the draw.

But seeing as this is a visualized text based adventure with an action element alot of these fit well. All except for food... Dying to starvation equates to darwinism.
If you don't harvest or find food in the length of time starvation takes to set in IRL, its kinda your fault you died. The hunger mechanic, does bring in an element of psuedo realism but in reality the risk of starvation doesn't set in for weeks. Some have gone 8+ weeks without food, some go 2 weeks. Fat, metabolism, etc factors play into it. Not, "I RAN OUT OF WHEATIES x_x".

Dehydration would be slightly more acceptable but unless your in a desert it's still not gonna be hard to find vegetation, puddles, bodies of water, or even stored drinks in an urban environment. (last ones debatable depending on how long the worlds been destroyed.)

Inshort, leave food/water out of the equation, assume the character does it naturally. Leave the grip of death to mortality wounds... and disease... what an RNG way to die... disease >.> don't do it. Highlander death or bust.

3/5. Had fun, enjoyed what it had to offer.

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Rated 3 / 5 stars

Interesting concept, and a nice little time-waster. I'll let others speak about the tedium of repetition and focus on what I don't believe has yet been said. Nearing day 300 or so, I completely gave up trying to keep ammunition or medkits, as the super-zombie would pop up so frequently to make them not worth trying to keep. When fighting the regular zombies, I noticed that they went down easier with low-level weapons at the beginning of the game and became progressively more difficult with the same weapons as I toughened myself up. In my opinion, that kind of direct scaling of the zombies' health to the characters seems kind of askew. Generally, as the main character becomes tougher, more options should open up, but in this game, it seems the opposite. Finally, I think that a player should be able to advance the main character far enough, tough enough, or long enough to be able to face down the super-zombie and have some kind of satisfying ending. Players who play merely to see how many days they can last will probably tire out after doing the same thing for 1,000 days or so, and lose interest. It might also be worthwhile to occassionally force a fight when the odd zombie strays across the safehouse - something that the character cannot retreat from. As far as random items popping up, I think it would be cool if the random locale generator was scaled towards it's description. For a character who needs food, they should want to find a market of some kind. A character in need of ammunition may want to check out police stations, military bases, or the like. A character in need of better gear may want to seek out a museum, dojo, or such. Just some thoughts.

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Hyptosis responds:

Thanks for the crits! It helps.