Love this! Love the different weapons each character has, a fun take on a classic mechanic. Definitely has that "old school Pico feel. Nice job!
As an animator who wastes a lot of time doing stupid shit that has nothing to do with my profession, I FUCKING LOVE THIS. I wish there were more "leisurely" game-type toys for people like me... I get to stretch my lipsync muscles for 20 minutes and get back to what I was doing. Seriously keeps me thinking this way (and I LOVE the text edit system). REALLY fun and I get to make something entertaining and fun without having to put hours of work into making all the assets. I LOVE IT guys!
This has to be one of the most engaging, entertainingly awesome things I've ever come across on the web. Makes you think-- how such a handful of people can make something fucking beautiful. The music? Delicious. Best I've ever heard on a flash game. Gameplay? A bit muddy-- but the game seems to be self aware of that.
And I cannot help but stare in dubiousness-- how little instruction you guys give the player, yet how wonderful your concepts comes across.
What I learned from all this? You most certainly DON'T FAIL. The best of praise to you guys-- you've got a new (semi jealous) fan.
What you guys were artistically able to shuffle out is very impressive. Great interpetation of your sentence, and the art style (wazzup fungasm? how's it hangin'?) is oh so nice. Here's what I think the game suffers most from, for future reference and conceptual improvements (if you're ever planning on it).
Your choice of shapes to represent the arrow keys was a bit confusing on a very basic level. A common game mechanic we all know of is Up symbol means up, right symbol means right, so on and so forth. The up and down buttons in this game were well placed as 'up' and 'down' shaped symbols-- but as soon as I got to level 3, which symbols represented left and right became a bit fuzzy in my mind. (Uuuh which one's left again? Oh shit I meant right..FUUCK) I'll admit this obviously adds some challenge-- but it's a bit punishing to have two symbols that are very clear, and two others that are not so clear. If anything, make ALL the symbols something you have to remember.
Second, the up down left right mechanic makes less sense if it is not represented to me on screen. The fact that the character jumps over all obstacles, no matter what button you press-- kinda pains me a bit to see my life decrease even though I'm clearly jumping over them every time. If anything, just relate the symbols to a straight line of keys on the keyboard-- When you see $ =click, Q, &=W, %=E, *=R. That way, I won't be so dumbfounded when my character trips/falls. It's not because I didn't jump over the obstacle, but it's because I didn't click the correct key.
Correct me if I'm wrong-- was there abit of inspiration from Vib-Ribbon? I feel like that game is a great example of how your character animations have to relate to the obstacles you're jumping/running through, etc. Maybe if you were to ever work on this again, make obstacles that make a bit more sense (IE, a tree branch you have to duck over with the down button, a rock you have to jump over with up, 2 trees you have to dodge with either left or right). Makes the gameplay all the more satisfying.
Again, great jorb guys-- a fine and dandyly solid game you've made.
Oh Hai Tommy. Chrissy(s). Johnny.
Wow. This game's tearing me apart, Lisa. I hope this is a primary catalyst that starts a whole new generation of rabid, quote-murmuring 'The Room' fans. Wiseau's misshapen, pixellated face, the 'Denny's Room' joke-- I'm already in stitches. I couldn't resist the urge to explore all of the different locations (and my favorite 'sets', such as the 'Alleyway' and 'The Roof'!) before I even progressed in the game. I can't wait to play, I know 1000% percent that I'm in for a dozen red roses!
10 Spoon Pictures out of 10!
So.. Rectally Sierra
Looks like Leisure Suit Larry just got a little more.. constipated.
Upon waking from the best sleep (and the most vivid dream) I'd gotten in weeks, I realized I accidentally left my speakers on for the whole night-- blasting the background music for this game. That's saying something, right? Heh.
Excellent concept, a lot of fun. Great sense of challenge (What's more challenging than a literal guessing game?)
Man, I could REALLY go for a roast beef sandwich now. On my first play, I was completely bewildered by all the shit flying around on screen, I had barely a second or two to realize what I was supposed to be clicking on.
But a couple plays later, I started to get the hang of it. A crucial component of ANY game this complicated is instructions of SOME kind, even if it's subtle. Still, around the 8th or 9th play I had yet to realize that the chili pepper was an immediate game over.
30% chance of SURVIVAL?! *Ahem*
You've obviously forgotten to take many things into consideration. There are first, many types of zombies. There's viral infection zombies, undead zombies, and finally, medical accident zombies. Each with their own sense of speed, smell, and sense.
Viral-infection zombies are usually vigorous and fast, with accute senses, due to the fact that they combine the savage nature of a beast with the strength and power of a living human being. Since most viral zombies kick in within SECONDS of the person being desceased/taken over by the virus, the full physical functions of the human still exist. That's why they're so speedy. Viral zombies care more about spreading the infection, rather than the brains themselves.
Undead zombies are the slow ones. Most have been dead for quite some time, and have suffered a large amount of brain-rot. It's difficult for them to put one foot in front of the other, making them stumbling, blundery slow-pokes. They have more of a desire for brains, since they themselves, lack brain juices. But their forces are more supernatural, making them a force to be reckoned with, because they'll stop at nothing to satisfy their cravings. Even if it takes all day.
Medical accident zombies are the least "zombie like", but they still count. Such zombies are featured in the novel/film "I Am Legend". They count as zombies because they can spread their "disease", like the viral zombie, and cause a complete change within a fully functioning human being. These are the creatures more related to "wolf-like behavior" as mentioned in the quiz. They are adaptive, they are organized, and they are very, very angry.
So yeah. Take this quiz and SSSssSS-S-SHOVE IT. I may be obsessed, and I may not have a life, but I ain't effin' dumb. Come back when you've taken this description into consideration, ya turkey.
This looks a lot like a game some folks over at albinoblacksheep coded: http://www.albinoblacksheep.com/games /run . But I'm not accusing you of anything, since the concept of "holes in the floor" has been used/seen before. However, I do think that this version is a bit.. dysfunctional in some aspects. Here's why.
First off, this does not use a 3D engine/simulator. Flash is very capable of running 3D-like graphics, even in older versions, it just takes a bit of trickery and change of perspective.
Secondly, that's what this game needs. A better sense of perspective. You've got it on a 2-dimensional level, but it's still hard to tell whether I'm landing on a solid square or a blue hole of water.
If you look at the "Run" example I just linked to, you'll see that there is, in fact, a sense of perspective, because where the character moves, the environment follows. When the character falls in a hole, you see him fall through the running field.
Now, the good stuff. I like the music, and how it's consistent in all of your different versions of this game. The controls are simple and smooth; always hard to accomplish in a simple game like this. Maybe with a few more plays, I'll get used to it; but this is just how I personally see what needs to be improved on.
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.