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A Doom-ish type game I made while trying to figure out if such a thing is even possible in Flash. Unintentionally turned into something a lot more horror-focused.
New enemies (with corresponding medals) appear after delivering your 3rd log.
Camera control: Hold shift to decouple the mouse from the camera. You can do this to re-center the mouse when it reaches the edge of the screen. Do this before the mouse actually hits the edge, so that you don't have to fuss with the shift key if you need to turn quickly. Try practicing before you deliver the first log.
Trick shots: If moving perpendicular a Specter, you can sometimes drag them into your bullets by shooting slightly to the left or right of them, then moving in that direction. When the Specter changes direction to continue chasing you, it will run into the bullet.
Specters: They become faster the farther you are from the fire, and the more the fire dies down. Fuel the fire as consistently as you can and don't wander further from the fire than is necessary to find firewood. A scraping sound indicates one of them is getting dangerously close. Don't take them lightly just because they're the first enemy you encounter - most of your game overs will come from them!
Stalkers: They only approach you when your back is turned. When close enough (when the indicator starts turning orange,) they rush you when you look at them. Turn your back until they're close enough, then turn toward them and shoot quickly. Aiming is easier (but riskier) if you let them get close.
Swampers: They kill the fire when you shoot them. Get a log and stand next to the fire before you shoot them, then immediately deliver the log after they die.
Summoners: They summon three random enemies (usually Specters) when they die. Kill them near the fire so that the Specters that spawn are slow enough for you to kill them all.
Score-chasing: Each log spawns a bit further away than the previous one. Stand next to the fire with your log before delivering it to farm kills. Deliver the log when enemies become too aggressive. Waiting longer prolongs the game (and thus increases your score) but is riskier.
I'm publicly releasing several of the code assets I made for this game: