Possibly the hardest game I've had to review yet.
Why is it so hard? Well, for starters, this is the author's first submission, so it's hard not to be overly critical on his work. Second, I know close to nothing when it comes to making something work with Flash and whatnot, so it'd sound a bit hypocritical coming from me. That aside, let's get this over with.
Obviously high marks for sticking with the original DooM graphics, and add another point on top of that for some fairly good background designs. I've taken a point off, however, because it almost looks like the enemies are missing a frame or two from their animation. Perhaps it's just how they're moving, or something.
Come on, it's the f---ing DooM soundtrack and SFX. What's not to love?
I'm going to sound like the Angry Video Game Nerd for saying this, but 'up' should not equal 'Jump'. Also, as many have already pointed out, it's difficult to run-n-shoot, and it's hard for me to jump-n-shoot, which is almost esential at points when dealing with certain monsters, because...
...your hit detection is off, or whatever the heck you call it. Because of either a design choice, a limitation by flash, or whatever, you HAVE to have the monster lined up with the gun in order to hit it. Which is almost game-breaking at times when dealing with the Cacodemons and Lost Souls. There were also parts where I couldn't get past monsters (who were below me). I couldn't shoot them, I couldn't jump over them, and I couldn't use my Melee weapons, either. And while I'm at it...because of the hit detection, the Melee weapons are rendered rather useless, except for those who are considered suicidal. This is something that you definately need to work on, for it is crippling to the game itself.
Once again, it's your first title; And while there are the noted problems above that heavily impact the game, I cannot judge too harshly. I mean, fixing those alone would bump the Gameplay score up to at least an 8. I do hope that these other reviewers and their waves of 6s and 5s don't deter you from trying again. Like a diamond in the sack of coal, you've just got to keep at it.
--Kahrne Annabelle Lee
P.S. If any other reviewer feels the need to be verbally pwned due to an attempt to argue with me, then feel free. I'm always up for a fight. Or, should you, the author, feel compelled to reply, then freely do so either via a reply here, or through a PM.
fack a monkey skull.
No major complaints out of me.
First off, I'd like to say something to Smeghat11: Fuck you. Just because for whatever reason you don't like the game, doesn't mean you can just Rate it 0 for no constructive reason, and then further it by insulting Newgrounds and the people who enjoy Newgrounds. So Fuck you, man.
Now that we've got that out of the way, onwards to the actual review.
Nicely designed. Though I do have to take points away only because one does expect a little animation for attacks and abilities. Just something to think about, though.
Like nearly all the reviews of mine before, I don't review Music and SFX in games on here, so it's not going to affect the overall score.
While I only played on Easy mode, it was clear that a game like this does require more than just a fast finger and a good eye. Unfortounately, I was not completely up to the task, and doubt that I'd make it far on Normal, which is probably why I feel like it was hard. (I'm aware of the Guide, which I will take a look at on my second try.) But I will give credit where it's due, and applaud you for a fairly balanced game.
I look forward to whatever your next submission might be.
Quite nice. I'll be keeping an eye on you...
For something in the Alpha Stage, this game does have potential.
Allow me to point out a few good things, if I may. The opening suggested hinted at what could be a deep storyline. I hope that you can deliver well on that note. Also, I found the combat system while not innovative, at least nicely executed so far. The Tutorial explained what it had to cleanly. The design of the Status screen looks like it should make navigating through it easy enough. And the fighting itself was simple, yet appears to have that little layer of depth that an 'Epic' RPG like this needs to keep people interested.
For improvements, there were a few grammer and spelling errors in there, which can easily be fixed before you release the next version. Also, provided you can do it, some voice acting might help for the Cutscenes. And I cannot stress this one enough: Be careful of the balance! Too many a game on Newgrounds have been plagues by too tough enemies or some unfortounate spell/magic flaws
I hope this assists you well, fairypoet, for I will be keeping watch on your progress.
-- Kahrne Annabelle Lee
Excuse me while I shoot crazed Lumberjacks.
First off, let me start by saying that I was rather happy to see that one of the levels was from Zombies Ate My Neighbors. You don't see much on here using the game, much less the sprites. Anyways, down to business.
The style itself was cute, simplistic, yet it worked. Like the styles found in the arcade Lightgun games of before. And yet, I was sort of let down by a lack of multiple enemies. Not to say that the game is horrid without them, but a bit of variety for each level would've been nice.
It fit weirdly well with the game...and now I've got them stuck in my head.
Oh..before I forget, what is the name of that song used on the Title Screen? I've heard it before on Shaun of the Dead, I think.
It's sort of hard to get it wrong with a Lightgun game like this. Only complaint was that some of my shots were either blocked out or counted as Misses because of the enemies' death animations. (The skulls from the Zombies in Lv. 3, the hats from the Soldiers in Lv. 2) Nothing gamebreaking, but frustrating when you're going for Platinum.
Thankfully I trust Psycosis91 when it comes to both Quality and...Randomly Weird Plots. And it shows in here, with the difference in level themes, weapons, and sound effects. Obviously, my favourite level is obvious. The only thing keeping this from getting that 10 is...well, I'll blame most of this on me, but the Difficulty. It's supposed to be hard getting to Platinum, but I'm struggling to see how I can improve any better. Eh, back to trying, I guess.
The game deserves a real sequel to it, with some more levels, perhaps? Maybe a few Achievements/Awards? It has it's few flaws, but one would have to really look to find them. Or be a total jerk.
You seem to know what you're doing.
That had to be one of the best full 3-D flash games I've played.
(Not saying much, though. Most of them out there suck.)
My machine handled it fairly well, chugging along at about 20 Fps. So no markdowns for choppiness. The enemies seemed to be fluid in motion (And in death.) The backgrounds were good, but could use a bit of extra polish.
Like nearly all of my other reviews, I didn't play with the sound on. So nothing here.
It's already been stated to death that the aiming is a bit wonky, and it didn't help that I wasn't doing 30 Fps, either. But that's my only complaint.
For the storyline and details, I forgive. I'm used to it with other FPS games. (Doom, anyone?) Controls do take it downa notch, but the good design keeps the score up high.
Congratualtions. You've earned your spot at the front page. Let's hope that you can keep it up there with a few fixes here and there down the road. Or a sequel, whichever.
I don't think I did too bad overall.
Physical: B (Weird...seeing as how I'm non-muscular and can't for long.)
Emotional: F (I haven't heard of anyone getting higher.)
Overall: Z+ (Everyone's getting those...)
Ok, now time for some criticism. As StealthBeast clearly pointed out, this quiz and it's overall information relies too heavily on The Zombie Survival Guide. (Good book, in case the rest of you wanted to know.)
You might want to rethink some of the questions or something, make some of them a bit more on the lines of common sense. But other than that, quite nice. I wouldn't mind giving a go at a second one of these. See if I really am prepared for an attack. ..
Geez, I must be more addicted then I thought.
Ok, I will admit, the game clearly has faults.
Alpha-Shell pointed out a good amount of them (Slow pacing, unable to see the stats of the guns, extra attachments/items), but I would like to disagree on the aiming.
Maybe i'm a bit more patient, but I found the aiming a nice touch. It seems intentionally done (To keep people from just blasting everything down with the machine gun too quickly, for one.) And the graphics, even on the highest setting, ran at over 60 F.P.S. for me, something rather uncommon.
Ok, long story short.
You have some flaws that coudl easily get fixed up in a new version, if you do make one. (I haven't tested the sound, so no comment there.) The core of the game, the graphics, and YES, THE AIMING (Go ahead and yell at me if you want, bradisonfire.) is fine. Keep it up.
-- Kahrne Lee
Damn nicely done!
If you don't mind some more compliments, you need to give yourself a pat on the back for this.
Even when I toned them down a bit, they were sitll quite sharp. The detail and animation was noticable and fluid. And then there was the blood...it was there, but you didn't do it in exaggerated amounts like some people do. One thing I would like to see in the sequel is some more zombie appearances, or something.
If I had the cash, i'd ask to buy CDs from the guy who did the music. Man, that was good music...I hope there's more of it in the next one.
The sound effects were also effective, fitting in nicely with the game.
Good thinking when doing the Guitar Hero sort of thing. Not only does it fit with the game's style (for obvious reasons), it's fun. I was really happy to have the extra control options, but I was sort of disappolinted that I had to revert to the old scheme when I got the Lawnmower Blades.
Allright, i'll admit it: I sucked badly at this. (I lost on Super Easy mode. Go ahead and laugh at me...) But, I still didn't stop playing..it's just too addicting. I love these zombie defense games, and adding rock into the mix doens't help me when it comes to stop playing.
I can't give you a perfect 10/10, because of some smaller flaws. But, just as long as you make the sequel as fun as the first, and just put some more songs in, I think I might just give a 10.
Does the guy who did the music have a way of contacting him?
You don't seem like the kind of reviewer that gives out a 10 easily, so I'm stoked on the 9.5. The music is available here on NG, and NAL1200 has music available for download here, and on iTunes.
I would've sent this through an e-mail, but I could find one for you guys, so i'll just suffer with this.
I thought it was well written, and not just slapped together like an English essay. It told a nice alternative version of how zombies are formed. Kudos.
I ran it on Low quality, and even then it seemed good. A few ideas for the story version, if possible. It could use a bit more diversity in zombie types, and some destructable crap would be nice.
I didn't get a chance to listen to the music and SFX, so I can't give you points here. Stupid speakers...
Again, good job. Nicely balanced, the upgrades help, and it is nice to see one having to worry about bleeding. The view range is frustrating at times, but it actually fits the game type. You shouldn't be able to see that much behind you...
but again, there are flaws. Perhaps having more weapons, like a pipe or a crossbow, or something. That, or turn down the damage of the Fireaxe, because I can get through most fights with just that.
Despite the flaws, i'll probably still play this weeks from now...
god, I love zombies.
Thanks for you time.
i like that a lot. having alternate routes was kind of neat, and hearing the sounds of Duke Nukem was fun. only complaints would be that it went kind of slow, you need a bit more creativity in the thing, and you could use a better camera. the one you're using was blurry a lot. but overall this was a good effort. i hope to see the next one sometime soon!
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