Nice lunch breaker!
It's a solid shooter for when you just want a good distraction without too much effort, great job!
What I really liked was your ship and enemy design. Most games of that sort don't bother too much with looks, but here one can see the effort.
The level with the islands and the sea was killer, since after the second "Tron-like" city I expected something even darker. But it was like on vacation, and you even put some sharks in :D
I'm gonna five it, but only give nine stars because of one annoying thing:
the game is keyboard based, so your hands rest there. However, after each stage you gotta reach for the mouse and klick on "next level". That sucked, a simple space bar hit would have done it.
But overall, cool game!
Quick rundown of my impressions...
... so you might bother to read it at all.
- Much production effort is visible, likewise in coding and art.
- General feeling to the situation of critical survival works.
- Lots of upgrades, strong urge to explore them, especially the idea
of type change at a certain level.
- No checkpoint feature, failing ingame = intense experience of real life frustration.
- Grenades have separate loading bar
as one needs to switch between weapon mode of choice and grenades
why no separate quick fire key for panic situations?
- While jumping you can't possibly see where you jump.
- The "moving on the ground" bosses equal a scource of almost certain death.
- The great concept of weapon type change at a point of upgrade totally
compromises game progress as some are actually downgrades.
- 1 man vs alien onslaught = yay.
1 man and his hologram vs alien onslaught = meh.
- Main character = Master Chief from Halo.
Aliens = Arachnoids from Starship Troopers.
Taking designs from other scources = big foul.
Ow man, Monkey Island memories!
I've got to admit, I haven't really played this yet, since it's part three and I decidet to start from the first. Just played a bit past the intro and was totally swept away by the Guybrush feeling it had to it.
The way the mouth moves while talking, the font type, the touch of the jokes, the caribbean piratey feeling, even the musik (or IS it the music of one of the games? I only know part 1 + 2 so I can't tell) fits.
This alone passes as a job well done so the 10 isn't that premature (at least I hope so).
Ok, now I guess it's time to get to part 1 and start indulging myself in the memory of good ol' days.
Thank you! I am a big fan of monkey island too :)
In Ketinetto I wanted to recreate the spirit of the old adventure games.
I have composed the musik with some "monkey" influence : )
Aaaw, I really would have wanted to like this.
I LOVE zombie survival games and your take to it is, at first sight, awesome.
Featuring movable barricades, guns AND melee weapons (extremely imortant), also an atmosphere that really works out, combined with a unique style of artwork (the big head characters with eyes only) made me think I've been waiting for this all along.
So much for the plus side, here is what killed it for me, literally.
- Those notes around the house. Every time I'm fighting for my life there I'm being forced to read how I am supposed to move. What's the instruction section for? Guess that changes when you advance but still - frustrated me.
- So she can jump really high, ok. Except in the situations where it would really matter to jump, she is held back (sure, zombies grab you - but it felt like you only included a jumping feature to prove the point that jumping is totally futile against them). Also, found myself pressing W when I panicked. Space feels wrong if you move with A and D.
- Her movement is a little sticky, it never quite felt she wanted to survive, by running as a standard. Holding shift for WALKING would have been better.
- Cool thing with the trainging bonus system. Like reload time improved and such. But. There were no indicators, no gauges or any way to monitor your progress and see how awesome your chara is by now.
Also, felt totally pointless, since the zombies improved with it. Ack.
Sure, difficulty must increase, but I would suggest doing that by increasing the enemy numbers - it's a zombie game after all and zombies don't improve. They're zombies. At least yours didn't run.
... They won't start running later, right?
- Ok, it's a shooter, so you gotta shoot a lot for the heck of it. But, in a zombie breakout you're supposed to be short on everything, like safe places, food and most notably: ammo. She had access to a military arsenal and an unlimited supply of ammo to buy from out of thin air - but ok, it's a shooter after all.
Still, I'm confused. Because you included the logical solution for this dilemma: melee weapons. No ammo needed (except chainsaw, which seems to have unlimited since no fuel could be bought) which make them useful fun tools to slaughter the creeps. But what for when you got a gun and virtually unlimited clips? Sorry.
- Finally, the melees hardly did anything. Bought the katana, found it impossible to handle. Low reach, low strength, no good against the undead.
Overall, still a good take on it with a really cool main character and nice features.
A bit of background story wouldn't have hurt, but it's an action game and there survival and disembowelment are key.
Still, this left me disappointed (for the sake of being an awesome game with little but just too frustrating flaws) and unmotivated to go on - I survived until day three, then I only wanted to see her death animation - which was surprisingly ungory - and let the zombies take over.
Good bye, cruel world.
I like survival games...
... but not when I play as the Master Chief from Halo and fight the Arachnoids from Starship Troopers.
What were you thinking?
Such a hell of a game, entertaining to the point of addiction, sweet programming and animation, upgrade features...
... and then you stole from every genre compatible element within your reach??
No. Just no.
I would have well taken the 3 (THREE!!!) advertisements AND one loading bar.
But not like this.
Deserves six stars though, cause the effort is clearly visible.
Next time, work on your own designs.
"F Zero" with a "T" for "Too bad"?
Okay, since I really liked it, I will complain more about the things that prevented me from faving it.
First, as regards racing games on NG, there really should be more like this out there. Usually, 3D racers are complete crap, I feel like I checked about all of them :/
Yours, on the other hand, kicked off when the speed upgrades took effect, those had some impact :D
Both the racetrack background and the music were very repetitive.
Not really a problem with me, I know about filesize issues.
Nevertheless, what's with the teams? There's not a single difference here except the discription and the color of the ship (am I missing something?).
And the ships. Since you obviously put much effort in this, how come the racer design was that bad? Seriously, some hard edges or sleek streamlining but NO crappy McDonald's plaything please.
Also, they all looked alike. At least three different models, maybe four, would have made all the difference in the world. And changing the stats per ship (or at least per team), like topspeed, max grip and stuff - c'mon, not much effort or filesize explosions here.
Finally, no reward for winning the tournament's first place. Just a star. Ugh.
Well, I'm an ass with this, cause me and pseikow got a game out (AGONY) that has no *real* reward for making a perfect run as well, but at least a different screen + different music + different text.
These things happen due to deadline issues, I know all too well.
Okay, I guess that's it. Oh yeah, please don't import designs from other scources into your work, not a good impression. Boba Fett's ship from Star Wars!? Dude.
Right. After all, again, I'm bitchin' so much because you really missed out on a wonderful game that would have gone straight to my favourites.
The foundation is there. Why not give it a second go and mod it just a little so you eventually score what your work originally deserved?
First of all, thanks for taking the time out to review the game in such detail. I absolutely agree that there's room for improvement here. (Isn't there always) and in this case that's the reason it's got the X after it. Now that we've got the basic game sorted we can work on XI through to M!
I think you hit the nail on the head with the filesize issue though, the ships are the by far the biggest overhead on filesize so having more wasn't really an option here. Would have loved to do it though, maybe next time we'll find a way to do it more cleverly.
Anyway, thanks again and I hope you enjoyed it enough to warrent the effort put into the review!
I wasn't aware of something like this existing, but that is a concept I encourage Newgrounds' staff to spread further. If everyone who creates an account were not forced, but at least given the suggestion to practice voting, I think many users (and therefore NG itself) would take some benefit from doing so.
8 Stars for the idea and programming, not more because I give full score for mainly expert drawing skills plus overall appearance.
Hmm, okay then, well thanks.
Very entertaining, great level ideas. It's good for pushing the mood up.
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