I really enjoyed your game. The art was great, I'm a sucker for good pixel art. I like the design of the monster you play. Very hell houndish. The music was haunting. The simple concepts were surprisingly emotion evoking for such a simple little flash game. See towns folk run around screaming was emotional as you read what they were screaming, especially the children. Pretty interesting game. I actually liked it enough to make it into my Let's Play video for today. I'm trying to do a flash game every Friday.
I'm ScrollsAdventures on youtube, if you'd like to see how I played your game.
I haven't tried any of your other games yet, but from reading the description, I might do a blind play of Controlling, and put that up as next Friday's video. If its as interesting as this one, I'm sure it'll be a good choice. It sounds interesting at least.
As much as I would love to watch Pewdie play this, I don't think it's polished enough to play.
Here's some bugs and criticism I've got for the game:
I ran into a bug several times where I jumped into the wall by the laudanum and got stuck in there, so you need to fine tune the hitTests with that. This happens from both sides of the wall.
Also bro has a huge hit box and kept getting me through the wall by about 10 or 15 pixels.
The overall controls are really hard to use. There is a huge amount of sliding and drifting going on and it makes it hard to play as a platformer. People who play platformers often praise classics like megaman and castlevania for having "tight" controls, meaning it feels like you have a solid grasp on your character and you can accurately control their movement how you want and need too.
Ok, another big issue, especially with Pewdie. There are no tutorial and we both know Pewdie will be completely stumped unless you make it very obvious as to what does what. He'll overlook the "help" in the menu and complain about not knowing what to do. Even posting the text "S = chair mode" right in front of him is something he might overlook for a while. I actually accidentally figured out chair mode after being killed by ao oni a couple times and kitting random keys. I then lost a lot and went back to look for instructions. I checked the "help" to see if that might be instructions and was right. Problem, it a long manual and he'll likely skip it to save time on making his video. He skips letters all the time, so he'll probably say something like "you guys can pause if you want to read this" and not even realize its the instructions.
I highly suggest polishing it and playtesting the shit out of it, giving it to some friends to test, polish it some more, Then tell Pewdie about it. I'm currently working on a Pewdie game for him too and I'm taking my time. I won't be done with it for several more months and I'm doing everything I can to keep quality of the game as high as I can, I suggest you do the same.
You've got a good base, and I don't want the 2/5 I'm giving you here or anything I'm telling you to discourage you. I just think at the current stage of the games development its somewhat broken and could be a lot better. I've been working with flash since flash 6 I think, and I know its not easy. Take your time, practice and don't give up. And one thing you have the luxury of having is being able to know exactly how Pewdie will react in the game. He's very predictable most of the time and you should use that to your advantage when designing the levels and scares in your game.
Good luck, and I'll be keeping and eye on you to see how you improve.
This whole Laudanum-wall thing is really confusing me. I've been ramming into it repeatedly while bug testing and I never get stuck, EVER. I'm always free to run back to the last screen.
As for the bro, I received that exact complaint before the game was published and made the wall thicker... And I was especially careful to make sure it was -just- thick enough so that the bro wouldn't be able to hit you through the wall.
As for the controls, only PewDiePie will move really fluidly. Switch to Stephano or Piggy at the beginning, and you'll notice that they move slower. However, even games with controls like Meatboy have reached critical acclaim, so I think that's a bit of an irrelevant criticism.
Also, I think it's ludicrous that 'Help' does not equal 'Instructions' to most gamers. My last game, PewDiePie Space Invaders, had a manual labeled 'Help', and even for a simple arcade game like that, PewDiePie STILL read the instructions. I see no reason why his fans shouldn't do the same. If you're talking about fairness, well, I think it's unfair for me to get slammed so hard because other people are refusing to read what is necessary in order to beat the game. Besides, PewDiePie literally makes a LIVING off of playing games... He's not the best at figuring out puzzles, but he can rock bad control schemes really well (remember The Grudge?). And he was able to beat Afraid of Monsters. I can definitely expect him to beat this.
As for beta testing, I had a good several people play it, and to get medal approval, Tom Fulp had to play it, and he seemed to think it was up to the quality standards of games with medals, so I really have no idea why people are complaining now, as almost all of my testers were able to get halfway through the game with no help from me.
As for your last paragraph, I can't help but be a little offended. I'm not new to Flash either; I've been making games for a solid four years and I know my way around the interface. If you guys are getting your asses beat by this game, then I'll have you know that a 12-year-old tester found this game to be of moderate difficulty.
I get that you're trying to be constructive and I appreciate that, but to be honest it seems more like nitpicking to me.
One of the best
one of the best and most challenging games I've played here on newgrounds in a very long time :D
great and interesting
I have to say I love the pictures and the music. this particular difference game gave me a "ninth gate" feel and it was quite enjoyable. I have to say I'm mildly interested in the book now.
there are problems but it looks pretty sweet
main problem is frame rate. try and find a way to make it less graphically intense if you can. also tweaking the was the character is shown behind the trees could fix the frame rate thing a bit. turning up the alpha of all those tree tops with AS can cause some big lag. try some map redesigns and make it less programming complicated where you can. the key is to make it as simple as you can without losing any of the awesome. I think you can figure it out.
I love the combat system, its great and I cant think of anything to change on that. I can't wait to see some more. added you to fav artests and I look forward to the finished product.
Thank you so much!
I really wanted these kind of graphics, and I tried to cut it down as much as possible. The trees btw are made transparent through an animation, not AS. The only AS is the hittest detection.
But things will probably look different in the finished product.
I have to say the entire story was great. a little to heavy on the christian bits for my taste but I understand a good story telling mechanism when I see one, even if its not to my liking. the gameplay was pretty solid. it did have those little "what the hell do I do now?" moments like looking above the dairy section for the tape. the minigames where an excellent touch and pretty well done. the RC car part needs a revise but other then that the hacking axe game and the shotgun game where pretty great. it started getting creepy when all the corpse started to come back. I loved the suicide guy slamming his head off the ground. pure horror :D
all in all I have to say that was an excellent game and I would love to see a second one. possibly the story of others trying to survive or even Amy's parents discovering the horror at the pharmacy.
absolutely great :D
too short but damn good!
I was reallly surprised by how interactive this game was! I though it would just be your average puzzle solving point and click then I saw "press space" flashing and I'm was like "wait... what? shit that's a zombie!"
the timing part was nice with the truck, it added a since of urgency. you knew that zombie would only be eating for a short time.
and even though the fps part was sub par as far a fps go, it was still a good/necessary part of the plot. it also kind of adds to the idea of "shit zombies! I need a weapon to escape."
there was alot of little "useless" interactive things you could play with that were fun like in the kitchen which gave a nice little feel of doing whatever you want.
all together I think it was a great game and it kinda reminds me of the first game I tried to make. great work
I love making useless interactivity because it confuses you. I mean, you didn't know if there was anything you needed in the kitchen or not (unless you are a walkthrough noob) The problem was, because of the uselessness, I wasn't able to make the game longer (filesize) Don't worry though, second will be better!
needs alot of work
I'm going to repeat and elaborate on some things others have said.
one zombie in the base is WAY too little. you need more of a margin for error then that.
its difficult to buy any units and equipment when you only get a couple dollars per kill.
the tutorial didn't have any instructions on it. that means its not really a tutorial.
it never taught me how to de-select a unit so it was very hard to strategically place anything because I could only zerg rush.
I didn't even bother to try multiplayer. I'll wait til some of the other things are fixed first.
I agree with Frenzy
ok things you can fix.
controls. making ctrl the shoot button is a poor choice as it is a little out of the way and players often don't think to use it. study other games interface or I can just give you a summary. use "space" as your shoot button, "z" for your hand gun, and "x" for your machine gun. also theres a problem where you have to hold the machine gun button, I would fix that too.
if your going to add more guns I suggest either following that line of keys, or going 1,2,3,4, ect.
remove the next wave button.
framerate. this needs to be up'd to about 16 or 24 fps. it looks very jerky at what I'm guessing in 12 fps, so just increase the fps and tweak any animations it effects.
animation. aside from the framerate messing up your animation you just need to make it a little more polished in all areas. also add a dieing animation when you shoot a prisoner. even them fading into nothing with an alpha would be better then *pop* and they're gone.
I would remove the bullet and just make it an invisible hittest with a line/"blur" of fire behind it. this makes you feel the bullets going much faster and a little more realistically
bottom line. needs a lot of work. I'm sure there are alot of things I missed. my main suggestion would be to look to other flash games out there for ideas. note how that lay out their controls, how they set up menus, the way they animate everything.
turns are a bad idea, its that simple
"You earn new turns every day, so remember to play daily!"
well I could probably sit here and play this for a good bit longer, but I can't... I mean I would love to but the fact is my characters can't move any more for the day. and to be honest I don't know if I'll remember/care to play daily because you haven't really hooked me. I finished a couple short quest and was really enjoying it. everything was going pretty smooth and fast until I was in the forest with 3/5 mushroom caps collected and I ran out of turns for the day. major turn off, no pun intended.
I rated you high for 2 reasons, the first being most important to me.
1. I rated high in hopes that it will help the game get more publicity by uping its score and maybe helping it get front page for a while. if this happens I believe almost all the other reviews will back me on the "REMOVE TURNS" idea.
2. its a really awesome and enjoyable game, but putting an unwanted time limit on anything good is a bad idea. thus 9/10
really hope you tweak this little snag as I would love to actually get further into the gameplay and maybe make this game a habit. if I don't keep playing, just know it as 100% because of the turns :(
Thanks for the comments, if it were possible, we wouldn't have a time limit, however we're a "garage" developer with a next to nothing budget (been working on this without pay for close to 2 years now), so the load of people playing constantly on our servers couldn't be supported, for the moment anyways.
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