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Reviews for "Zombinsanity"

repetitive and could use more upgrades but fun and nice graphic
a better story line would be nice

Illogical concept. the zombies can jump up platforms but cannot jump over barricades.... i wanna know whats in those boxes...

Since Dereliction lower down in the comments section already talked about the weakness of the weapon variety, I won't elaborate too much on that, though it's true that the only non-pistol gun i found remotely useful was the shotgun, and very occasionally the rocket/mine launcher. Due to how ammunition works, nothing else is really worth it.

What I WILL elaborate on is a lack of proper pacing. Throughout the first 10 or so waves, you're introduced to some additional zombie types to mix things up and increase the difficulty as you go in further, for example spitters, fliers, brutes etc. However after that point the variety stops, and the difficulty increase in each passing level is done by making the wave last longer. This makes the game get REALLY stagnant from around wave 15 and beyond, as the player isn't really being engaged with any new content, and in fact the pace is further slowed due to the exponentially increasing amount of time needed to clear each room. It got to the point where I just couldn't get myself to continue past wave 19.

It would have been far better to keep the duration of each level low (each room should not exceed 3 minutes at maximum), and instead raise difficulty with tougher types of enemies (even simply adding brute versions of spitters and fliers would have been neat if you aren't very creative) as well as increasing spawn ratio of these tougher enemies down the line. This increases the pace and tension as players go further into the game instead of lowering it as the game currently does.

Then there's the floors. I didn't notice anything different between each floor aside from a change in background color and possibly some changed tiles, especially since enemy difficulty is based on wave number and not floors. It would've been more interesting to add new terrain-based hazards as well as player-friendly structures with each passing level. For example, fire patches that players have to avoid or laser gates that blink on and off; broken down turret guns that you can repair to help shoot zombies, etc. Would have added a little more depth to the gameplay.

And a more minor note, having zombies spawn out of thin air gets rather unintuitive (several times i attempted to hole up somewhere, just to have a zombie spawn on my head). Would've been more player-friendly to have marked the zombie spawn points with something like holes in the wall.

All in all, it's a decent time killer and the controls are pretty fluid, graphics style was enjoyable, but unfortunately the game gets old pretty fast due to lack of enemy and tactical variety, as well as the overtly long timespan of the later waves.

JayArmstrongGames responds:

Great feedback - thanks man, helped me learn a lot and what to get right for next time :)

I'm surprised no one else had an issue with this. The guns are all fairly useless because they hardly up your ammo efficiency, and that is typically how you die. The rocket launcher, for example, uses 15 shots per shot, so it's like firing the pistol 15 times but it can only hit one guy. Therefore its actually better to use a pistol because ammo use is the key without ammo stores. Even other guns like the minigun are just a fast-forward version of the pistol, and so not really much better except they help you get to the "out of ammo" part of each level faster. This is WITH ammo capacity upped to max too.

It's okay. This could be better. I don't like having to repeat everything from start over and over, especially if I died from a cheap shot (full-health, a bomb zombie appeared right on top of me and blew up before I could react, 1 room away from full clear).

Upgrades are sort of...lackluster. Yay, my gun is stronger. Having everything run off the same ammo is simple, I'll give it that.

If you can find a good enough spot, a team of 3 clones and you with upgraded pistols can wipe out most of the game (occasionally pulling out the shotgun in tougher spots).