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Reviews for "Night of the Living Blam"

needs more..heres ideas

you need more to it. Different wepons, or monsters would be nice. A shop, maby, after every 50 kills.

Smooth.

I actually really enjoyed this game, but what would even make it better then what it already is, would be to make/put different songs/beats on or an off button so we could play our own music. Great job though!

Supa kool glitch!

ok, i have no idea how i did it, but somehow i managed to do a glitch on this game. It makes you look like you are hovering on one foot, and when you walk up to the crappy flash, it instantly dies as if i had hit it with mah scythe! I shall call it the jesus glitch cus it positions ur arms and legs like jesus on teh cross. other than that, the game is still too eazy. just run around 2 a large group of bad flash, hit them once and get about 15 kills. the level was too small, and everybody crouded at the bottom. the music got a little boring and repetitive after the first 10 times. also, the was almost no point to jumping. just run back and forth the bottom of the stage and kill the 20 some people there 2 prolong the inevitable. I would suggest that you make the evil flashes stronger as time goes by, and give good ol' tom suthin 2 do besides just an overhand swing, or hovering on 1 foot and killing everything he touches. add some attacks, new music, stronger evil flash, some bigger levels (yes, levelSSSS), and this game would 2 totally bichin.
There are some good things about this game tho, the graphics were decent, and the concept was kool. This game definately has potential, you just have to bring it out and magnify it.

feel the game

Played twice. 1st - messed about, tried to navigate, 5x pts. 2nd time - ran about bottom, flicking and reading other things, 10x pts.

------ BGM starts automatically. Seriously, don't have sound loops or any action begin until we click a button to say we're good and ready.

--- Navigation seems hit and miss. Jumping to the middle platforms was fairly do-able. Jumping onto the higher ones seemed to be largely down to luck. Managed it a fair few times, but I never felt my actions then were really different to the other times.

---- I don't think we're given the info needed to make any interesting choices. I think it'd be better if maybe the submissions moved around slower but maybe we saw a map. Navigating to the various parts and identifying trouble points would form part of the tactics.

++ Cool concept.

+++ Fairly nice gfx

- Though I found that with some of the gfx for walls, I wasn't sure if I'd be able to stand on them or not.

+++ Cool bgm.

==
Works well and I can't fault the coding, but I just feel the game mechanics are flawed.

Good, but too easy.

So, I had to literally try to die after my score topped 1000. It was just starting to get dull. Why? Two main reasons.

1) The gameplay never changes. If it sped up as time went on, that would make it more of a challenge to rack up a really high score. As it is, I got the top score without even trying.
2) You never had to go anywhere. All you had to do, really, is run back and forth along the bottom, jumping over that plateau thing in the middle. There was never any good reason to go jumping onto the mid-air patforms, since the undead blams would always drop down onto the ground sooner or later--usually sooner.

As it is now, it's a good time-waster, and little more. I'd like to see how it after it's been tweaked, though!