5/5, 10/10, Fav.
This is an excellent Flash music video, to say the least. I like how you created the guy, as he actually resembles a true hardcore gamer. Upset at finishing a good game, happy from the gameplay, and hungry from not being a fat slob.
The music and words were extremely catchy and well-played, and I found myself humming this as I went about my day, and I'm even listening to it as I type this. Well done.
An Epic Flash
I've never been too fond of any stick-fight flashes, but this flash is definitely an exception. I love how it switches between tunes with relative ease, and it combines stick figures with new elements (phoenix, fire, RPG, etc.,) that I've never seen them combined with before. Considering this is only your third flash, this is a great achievement. However, I can't help but feel you started to get lazy at the end, as you had three stickfigures appear out of nowhere. But that's a small error, and won't get in the way of a perfect 5 and 10.
heh, well I was trying to imitate the way players join matches at the start of Call of Duty games, which is why they "popped up" out of nowhere, but I did run out of animating time towards the end. Glad you liked it, thanks.
Although this was clearly intended as a helpful little flash for those learning about "geology and stuff" in science, but if you intended it to be so then you should've put down about a paragraph of information instead of a sentence, because you could basically say "An ocean is a big body of water with fish in it", or "A volcano is a big mountain that spits lava". You see what I mean? Not very helpful.
It has potential.
This game has the potential to truly be something else, but there are a few things that need to be fixed or added.
-- As others have said, a Map function would be very helpful for knowing where the extra areas are, but you don't necessarily need that to tell the player where to go. Having the arrow that follows the storyline flash green, and the arrow that leads you to extra areas that still have loot or zombies flash red.
-- I don't care what the Author Comments say, zombies walking through walls is lack of effort on your part. Most of the time when they do so, there are no windows for them to climb through, because they're inside a 2-story house or stuck in a basement. Even if there were windows, what's the chance that zombies would think to break a window and climb through it?
-- It's strange for the character to be moving across the screen without moving a single muscle, adding walking animations would add to the quality.
-- So wait a sec, the Nurse is equipped with a badass chainsaw, and she's SLAPPING the zombies?
- Party Members
-- One person up against an army of zombies doesn't seem very realistic, does it? More characters joining the party, such as the person who is in the house with you at the start, would add to the fun of the game.
-- The clothing stats are extremely questionable, because according to this game, a Shark Suit is three times more protective than a bullet proof vest.
-- It's too easy for you to get stuck deep into the game because you got badly bruised in a fight and don't have any med kits to heal you. It would be better if you could go back to an area that auto-generates zombies, kill weak ones until you level up, and regain full health as you level up.
- Finding Loot
-- I'll be blunt: clothing, bandages, and melee weapons should be found mostly in houses, and guns and med kits should be found in abandoned shelters or on dead bodies.
-- It doesn't make sense, why are there boxes of medicine, guns, and everything else you could possibly need to kill zombies lying around randomly in crates? They should only be found in houses, or near an especially large group of dead bodies.
So yeah, I doubt you'll even bother to read the reviews, seeing as you tried to put the wall glitch off as intentional, but whatever. My opinion's out there now.
Your review seems to have drawn the most attention, so to addres these issues:
Very good idea, look out for something like this in a future update.
We understand people's dislike of this, however it is not a glitch or laziness. Much beta
testing was done over this matter and ultimately we decided to allow zombies free movement
over the map. Due to the zombie's movement restriction (one tile), this was the only way
to keep a level of depth and strategy during movement in the world. Look for a more
acceptable, realistic implementation of this in the sequel.
Our artist actually made an animation of the charcters moving on the overworld. This was never
implemented however due to the way it looked. We chose a very unique perspective for how the
world looks, and unfortunately because of that the animation looked very odd. We decided to go
with the board game type movement instead.
Due to time limitations, and the fact that an attack animation takes our artist very much time to design, we decided to go with a generic melee attack animation for every character instead of making 10+ for all three characters.
We like this idea too, however for this game we wanted to make the player feel alone, against
the horde. Look for some sort of party member system in the future sequels.
Actually, a shark suit would probably be the safest thing to wear in a zombie attack. In case
you didn't know, a shark suit is essentially a full suit of chain mail armor. Perfect for
stopping zombies from biting you.
This is exactly how we want the player to feel. Alone and under-supplied.
Another good idea to help with player immersion.
It might not be very clear, however the military made supply drops along the main roads in town
to help the army fight the outbreak. This is why there are so many useful crates outside.
We most definitely read all the reviews, and will make changes accordingly for future versions
of this game or as added features for the sequels. Your review was very helpful, and thanks for
the great input.
It's way too random. One second I'm slashing at one fruit at a time, like I have been for the past 5 minutes, and then suddenly 6 fruit come out at the same time, and when I try to click ones that are falling off the bottom-right corner, I click the link instead, it opens up a pop-up window, and I lose before I can do anything to stop it.
It was a decent storyline and all, but I quit during the first battle for obvious reasons.
I mean, come on. 20 Goombas? For a first battle? And then the goombas actually did more damage than Mario and Luigi do without critical. Also, the jumps were way too weak if you couldn't do the critical. You should be able to automatically do a double jump without critical, such as just clicking anywhere at the right time, and then critical is random.
Also, in typical Mario-RPG Battles like this, during the tutorial battle the helper (in this case, Toadsworth) would yell "STOP!" or something, freezing the game, and then tell you to press a button to defend/attack/counter, depending on why he stopped you.
Yeah, I know this game has a lot of limits, like I already said.
But, know what, I'm going to do a huge restyle to this game as my next project!
I think that if you separated them and listed them separately then it would be far better.
What a coincidence; I found this song while looking up a theme for the map.
. . .
I agree with Darell, the ending really does lack a final note. Even having the music fade out would've been better.
The girl he was hitting on is (I think) the girl Donkey kidnapped in March Of the Minies.
Luigi shoud've been in 18th place. (My friend thinks he shoudl've been in first. Girls these days!)
I looked at Luigi, and all I could figure was that someone asked him what 2+2 is about a year ago, and he's still trying to find out what it is.
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