so nu fun is boring
Not much challenge, but entertaining
I think the goal of this game is to make it really easy to make folks feel good and drive business to mochigames.
The game was short and simple. You invade an area that has less Pop than your zombie army, and you can normally beat them. You can go into the Lab and boost up various attributes (Atk/Def), then just lower rage/hunger by clicking non-stop. It adds days to your advancement, which probably lowers your score, but other than that you are not penalized.
What I find odd is I burned like 100 days in the Lab farting around, but the threat level didn't lower. However, I spend one day "re-infesting" a place I've already conquered and suddenly the threat level drops. Uh...ok.
Overall, a lite, enjoyable game. Not much replay value once you've gone through it. Clicking on the people walking on the screen became stressful, since I'm OCD. I was compelled to click on them, to the point of it interfereing with the rest of the game. It made me feel rushed (since I would try to do an action and have to remember to click on a person) in an otherwise leisurely game. Not counting off for that though, just saying a fun distraction turned into a stress-inducer for me.
I noticed most folks racked up 13-15M points, but the leader racked up 30M+. Not sure wtf he was doing to get that. I guess he found a way to succeed without wasting days in the lab.
this is to easy
Good game overall
Initially when the game loaded, I didn't expect much, but this game totally surprised me. So this is my overview of Zombie Farm. The visuals to this game sells it hardcore. The small animations in the game were funny and is always a treat in all management/strategy games. The character design and animation were spot on and funny, the new paper articles and content was well written and visually appealing, great color choices and good game packaging. Things that I felt needed improvement are a quicker replay (rather than jumping all the way to the title page) quick replay because the game has quiet a steep learning curve.. ( I played it half a dozen times to only get an army of 1500 odd, wished I could get more , but didn't know where I was going wrong). My suggestion- if there is something a player gets instant gratification .. offer plenty of 'that' in the initial levels , but make it a lill less as the game goes on.. this makes the player strive more and more to get better at the game. Just quoting basic game design fundamentals.
Good work and looking forward to more games from you
overall it was pretty good but seemed way to easy... if you just picked good spots to attack you don't even need to use the lab.