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Reviews for "Project Wasteland 0"

hmmmmmmm...

Well, the guy went in texture and game froze, so i wasn't be able to fnish the game.

N1!

That is a great tribute to Fallout 1-2, wich are based on Mad Max. Guys this is so Mad Max not Fallout! ...Sure gameplay feels like Fallout but who cares? It's a free Flashgame
...I hate it if ppl says "this is so fallout", cause Mad Max was there before.
Same Problem with Borderlands and Fallout 3. Too many ppl say Borderlands is a Fallout 3 rip off. No way! Fallout is a rip off from Mad Max! xD
Anyways Good Game!

OK, I guess...

It might have been awesome, if it wasn't so Fallout-like. Yeah, I read all the stuff in the preloader, but dude, this is totally Fallout! (even the font!!11!1!)

And, there was another bad thing: when I went to the store, I tried to buy or sell something, and I would, but after a few seconds all would refresh, and everything would become like in the moment I entered the store. I dunno if it's just my computer or what, but, really could have been better.

Pretty good!

I realize this is a combat demo and all, but I've gotta say it's lacking even then. I've noticed that melee is pretty much useless after day 1, but once you realize that it's too late to do anything about it. Some manner of redistributing your points would be great.

Also, the larger scale battles (Spider Grotto 3rd day) are extremely touchy, in the sense that if you attack on your first turn, you're doomed. It doesn't matter what you attack or how much damage you do, you will immediately be swarmed and killed if you do. Also on the subject of scale, getting to attack once, and then waiting two or three minutes before you get to do anything again isn't much fun.

The lack of AP is a major downer too. You quickly notice your enemies getting as much as five attacks in per turn, while you're limited to just the two, which must also be spent reloading or healing. This means that most of what you spend a match doing is running away. There -really- needs to be a way to increase AP, and MP as well. I realize that easy increases would ruin the game, so maybe a system like, 1st purchased AP costs 1000, 2nd costs 3000, 3rd costs 7000, ect. Same for MP.

Something else that bothered me is the extreme cost of ammo. $1000 for ten shotgun shells? It costs less to buy a shotgun. Doesn't make much sense, but maybe I'm missing the point. I think though, that ammo could do to be much cheaper.

Also, you should really grey out the (currently) useless stats, such as Charisma and Intelligence. An accidental point in either of those is basically a wasted level.

On the subject of levels, there seems to be a complete lack of a TNL bar/indicator.

The rest of the things I've noted are relatively small. Melee could use a better incentive, and paying 1AP to open your inventory is kinda weird lol. The turn order is also pretty buggy, as in I've seen four or five enemies in one match get two turns before I've gotten one.

Last thing, somewhat minor..Wtf is with the furry? LOL Weird choice, man.

Finally!

I've been waiting a long time for this release, even if it is still technically a demo. And, it was all I expected and more since your last playable demo. The new scenarios were sweet, and I enjoyed tangling with all the new types of monsters. Awesome stuff aside for a moment, I do have a complaint. I'm sure it could be fixed by adding better weapons, but as it stands player-controlled melee is severely underpowered compared to ranged combat. I've played through this version twice, the first time putting all stat points into PER and skill points into Firearms. It was great, difficult at times, but pretty easily doable as long as I thought before I shot. I think I only died once or twice before I got to freeplay. On my second runthrough of the game, I put all stat points into AGI and skill points into mellee till it reached 100%, then the rest into medic. And... I still haven't beaten it. After so long the sledgehammer just doesn't cut it. I've gotten to the last two scenarios, and I could probably beat downtown with a lot of strategy and a bit of luck, but I don't think I'll be clearing spider's nest with a melee-oriented character. At least not without weapons beyond the sledgehammer or one more AP. Which would be awesome.

Having said all that, I don't know if you intended ranged to be far better than melee, but some exceptional melee weapons in the last shop would be most welcome. Also having a way to increase AP would be nice, but I could see things getting way out of hand if you could.

Also, I found some glitches for ya. The first one was definitely odd, but nothing game-breaking. During one of my many attempts to beat spider's nest with my hammer-happy raccoon, one of the black team raiders was near the middle of the stage, and he walked toward the left wall. But he didn't stop. He walked completely through it and out to the other side, then stopped. So far that's only happened once. The second glitch is similar, but it was at the ...2nd(?) Junkyard scenario. A blue team raider with an AR walked toward the bottom of the screen, and kept going till he went of the screen completely. That froze the game. All the menus and buttons still worked so I was able to quit to map, but no one could move or take any actions after he did that. The third glitch was at the last Junkyard scenario, and a blue team raider with a SG walked a normal distance, then froze. No one could move or do anything again, but I was still able to quit to map and start over. Finally, I don't know if this is really a glitch or not, but it has to do with the encumberance system you added. It's a nice touch, but it can be utterly defeated by just running around after a battle, gatherenig things, putting them all into one bag, then when everything is in it hitting take all and leaving with all the loot. I've managed to get away with about 395/150 weight in spoils so far. Also of note, when you are fully encumbered, I noticed the take all button doesn't work if you try to get more stuff, but you can still drag n' drop the items into your inventory individually and still get it all. And another thing, I recall reading somewhere in-game that picking up loot is supposed to take AP, but it doesn't. Wait, one more thing. I noticed if you run out of ammo in a clip, you can swap to another gun, use it up, and then swap back and the first gun will have automatically reloaded, free of AP charge. Dunno if you meant that, but it'd be more difficult and interesting, plus giving more incentive to melee if oyu still had to manually reload after swapping.

Lastly, a rquest. Legendary handgun please :D? Hope I've helped, and I'll continue to report anything major that I come across. There's still lots of experimenting to be done on hell and chaos mode. And I gotta get that OverKill gun :) And I'm nearly out of characters, so... Absolutely amazing start, I hope you get some of that stuff ironed out, and good luck with your next release!