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Shooter Guardian

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Author Comments

In this game, the player plays the role of a shooter, who has to protect a man. The man is trapped inside an abandoned city, and is getting cornered by zombies.

The gameplay is basically formed by 4 aspects :

1. Weapons, for the player and also the friend. There are many weapons available, each is based on a real-world gun, with simulations for it's characteristics such as bullet capacity, weight, hit area (for example, shotgun hits more targets than handgun), and recoil. The weapons are also upgrade-able.

2. Obstacles, which are used to block the movement of the zombies. The player can set the placements of the obstacles by him/herself. There are a number of obstacles to be used.

3. Armors, which are used to reduce the damage that will be taken by the friend.

4. Items, which will be used by the friend automatically to help him in combat.

The friend is also controlled by AI, allowing him to shoot, evade, and use items.

BTW, I'm Wirya, the Lead Designer and Programmer of this game.

Added "Easy Mode" for unrealistic weapons, no recoil, no weight.

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Controls were frustrating at time, but fun overall

There are already reviews about the questionable control of the crosshair which I agree with. I do, however, like the concept of protecting a comrade form harm. Old school concept, but still great for a game!


Great graphics and gameplay that kept me on my feet when playing this game. The difficulty of the game makes it addictive and fun. But one thing that irritated me was the fact that the cursor and the target didn't always stay together. You might have done this intentionally but this crapped down the game and this is why I gave you a 9/10. But that is a small complaint. This game is well made, fun, and well polished. Keep it up!!

Good game

Gets repetitive. The wobbly mouse thing was a cool idea though.

Poor Control

The game had a great concept, and could have been amazing, but the awful control just made me get irritated with it. No matter what weapon I tried, the reticule would very slowly glide to where I moved my cursor. That's to say if it decided to move that time.

If this was done on purpose you REALLY need to find a new way to "balance" weapons, because there's no reason the starter pistol shouldn't snap right to where I point it, and all it does later on is frustrate the player.

With that minor re-working, and some nice new artwork, this could be a ten.


Didn't think too much of it at first but it grew on me a lot. The way you cripple the aiming for tension and balancing reminds me of trying to control a character in an RE game, haha. Addictive gameplay, silly looking zombies... its all there man. I'll be playing this again for sure.

Credits & Info

3.59 / 5.00

Jul 7, 2009
11:33 AM EDT