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moistzombie

45 Game Reviews

4 w/ Responses

Only arrow keys work for me. Nothing wrong with my keyboard, tried this in Chrome, Firefox and I.E. Most recent version of Flash.

Not a bad little game. Nice atmosphere.

BUT why on Earth have you got the game studio/publisher logo in the bottom left during game play? It completely obliterates any chance of soaking up the atmosphere. I absolutely loathe pay TV channels for doing this exact same thing. I highly suggest you remove it!

Nice game. Very simple, I'm guessing this is aimed at a younger market. Cute character design, I particularly liked the splash screen when the game loaded up.

The only similarities I can see between this and Cut the Rope (I'm only mentioning this because several others state this game is basically the same) is the fact that it's a creature eating candy. So not original in that respect, but hardly a knock off in terms of styles of game play. There's another game on NG at the moment that has a bandaged up fantasy looking character which definitely has identical game play mechanics, except it involves a key.

REALLY nice artwork and animations, nice and polished in that respect. Good work! I'd throw in more stars, but subjectively for me, the game is too simple and I couldn't bring myself to play more than a half dozen levels.

A well put together game but doesn't bring anything new to this type of game. Upgrades I think could have been more zombie centric. Like instead of rockets, have gastric power (farts), and maybe "lock jaw" where a zombie would bite onto birds and get extra distance, or maybe hang gliders or something like that :-) Also I think most of these games lack animation in the tossed character - would have been great to see the zombie lose an eyeball or two as the distance went on and smash up a few limbs too. Good luck on future projects!

Game-play just doesn't make sense. Not much head banging going on either. Shouldn't they at least head bang with the beat of the song? One for star for making it metal.

Nice graphics, game-play concept is sound - only thing is I after a dozen attempts I just can't get the "rules" of physics for this game. I would be steadily moving upwards, hooking on no more than a three balls away from a hook spot and would climb. Then all of a sudden just drop with weight. Makes no sense to me. I think a help page or instructions to make the game-play requirements clear would be a great help.

Doesn't bring a whole lot new to the genre. I think these static levels really bring down the potential of ANY survival game. I think holding out and spending more time on level design and additional levels would be go far to creating a experience that is more enjoyable and giving a gamer a reason to continue playing.

I'm guessing that at 30 minutes tops, I would have topped out most of the weapons and the whole time - I'm just playing the same level over and over. Even the portal areas don't break the game up enough. It's all just a bit tired compared to other games of this style.

Consistency in design and artwork would have been nice. For example, the icon for the machine pickup looks like an small assault rifle, but when picked up it looks like a small minigun. Little things, but they all add up.

The good! Nice graphics even if the zombies are a bit pixelated. Reminds me of PSX generation graphics like LOADED. If you are going to render out 3D characters you may as well go all the way in this day of fast processors, decent graphics in most laptops/desktops and most importantly - bandwidth. Not everyone has great ADSL/cable or whatever, but really I think if you are going to put this much work into a game why not go up to 20mb for a game, really go all out with your graphical elements.

Features that I think would really benefit this game would be:

- Different levels, make the portal visits interesting and different!
- Portal level bosses, something other than just average zombies increased in size
- Money upgrades, I realise the money collected is for points, but upgrades to armour and speed etc. should probably be considered as a base feature in games of this type
- Some powerups, power shots, fast shooting, a bomb to walkover and blast all enemies around

Love the intro tune, I think you should have maintained a hard rock/heavy metal track for the main game.

Good luck with any future projects, your games will benefit from adding more features and also make the game rewarding other than just levelling up weapons and aiming for a best score.

Mama mia! I forgot how unmercifully difficult this game is! Discount Mayonnaise is a stroll in the park compared to this!

Controls! They just don't work. Members of group disband or stop following in a group, don't go where cursor is point, and no control over who any given single person is when using CTRL to separate from group.

Other things like automatic shooting - most of the time the office workers don't shoot until zombies are within a couple of paces away. I'd suggest a control scheme similar to the classic "Cannon Fodder" - left mouse click to move to position, right click to shoot, well something other than right click obviously, but yeah, something along those lines.

POSITIVES! Fun idea, the graphics are nice, intro was funny and I was hoping for more, but I can't play this game in its current state with the controls. The game is not currently playable for me.

FightClub69 responds:

When a group member disbands, it's because he wasn't part of the group and was only following because the survivors prefer to huddle. You can tell group members, they have a green circle around their feet regardless of where the cursor is - it means they'll follow it while you hold the button down.
Each gun has a different range and reload time. The hunting rifle will shoot clear across the screen but only holds 5 shots and takes ages to reload. A shotgun or uzi has a very short range.
The game is really about scared office workers dealing with a zombie infestation, so Cannon Fodder precise control didn't really seem to fit... I'll certainly consider it as an alternative for the sequel though.
Thanks for your feedback.

Nice idea for a game - after doing some relocation house this weekend I thought a "removalist" game could be done, similar idea to what you are doing here.

Ultimately, I wasn't enjoying myself enough to want to get past Level 2. The difficultly level ramped up just a little too quickly from the first level.

The "one hit and it's over" rule to hitting an object is far too unforgiving for a game in this style. Maybe three hits and it's over? You could save a one hit and your out for a bonus level or something along those lines.

Good idea, but the game play needs some tweaking. Level design needs to build up gradually in difficulty instead of WHAM straight from simple to tricky, and I really think the one collision and your out is just a little unforgiving.

Would be a fun a game if some of the above were addressed. Good luck on your future projects.

Drawing, and painting, wishing I was animating, doo, doo ta doo, dah!

Age 41, Male

Chief Doodler

Gold Coast, Australia

Joined on 2/4/08

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