Spellcheck ftw. Seriously, if you're you're creating a text-based game, take the time to use babelfish to get the spellings right. Also, NEVER start the music as soon as the movie/game is loaded. For those of us that are trying to listen to music, it's a pain in the ass.
Got an interesting glitch, shot a guy while walking offscreen and my character disappeared, but the opponent got stuck in some kind of loop and kept on dying over and over again, basically giving me infinite experience. Had to reload the page to carry on with the game. Apart from that, excellent well-constructed game, although I agree with other reviewers that the endgame grinding for ally status is a little tedious.
Levels that require ONE death: 1-3, 1-4, 2-2, 3-3, 5-2. Although supposedly zero is possible for both 2-2 and 5-2
Great game, fun and addictive and a challenge. Well programmed, well-presented. Top notch, deserves at least 4.5/5
1) If I wanted a game to just use the chat, I would prefer something that didn't burn my cpu. 2) Those aren't matrix characters, find a matrix font and embed it or create your own symbols 3) As everyone else has said, this isn't a game.
clairebear: if this is the real Neave, he made these games LONG before any of the other clones you might have seen. In fact, in the early days, he allowed access to the source files - so the clones you've seen may well have been his work originally.
Pseudolonewolf: Well done. Hats off to you, mate. As a flash dev myself (who has yet to manage a full RPG), I can appreciate the time and effort that's gone into this game. The fact that it only has a couple of minor bugs, in itself is a masterpiece for a project of this size and ambition. The dialogue is funny, the graphics (must have taken MONTHS) and sound are spot-on, and the coding is remarkable.
To produce something like this in Flash is a testament to your personal skills, and I think despite the critics, this game will be a benchmark for several years to come. Congratulations on a job superbly done, and a well-deserved 5/5 from me.
As much as I hate to be negative about a well-coded game, it's just far too long and without enough variation. I don't really fancy spending 4 days completing all three levels (including elite) required for the impossible badge, but I probably will anyway, cursing myself the whole time.
Make it a bit more entertaining, a bit more humorous, and a bit less long-winded, and it'll be a top quality game. The explosion effects in particular are really well-created.
Also agree with GnomeSkull - either make the final boss actually beatable... I had a good chunk of city left, and fired constantly at the boss as well as loosing a couple of lasers at it and hitting a mine or two, but it quickly blasted the central building and GAME OVER even though four or five buildings were still intact left and right... OR give the option of retry, starting the boss level with the buildings in the same state as when you first began it.
All in all, tried it twice, quite enjoy the game, but having to play the whole thing through again just to get to a boss that seems basically unbeatable (according to my own playing and the various reviews) is just to annoying to warrant doing it a third time.
OK, sorry for the third review in a row, but comments on the gameplay: the game is a good concept, but not particularly challenging. It wouldn't be too hard to improve. For example, during the 5 and 10 minute levels, you don't actually have to fire a shot: just skirt round the walls at a medium speed, and once all the enemies are in, they won't get near you. My suggestions: make some of the bots fire faster, or move faster. Use the electrified walls on other levels, that for me was the most challenging level. Add some pits and traps on the floor and around the perimeter. Finally, if(secs.length+secs;} :D
Still no joy with level 3. Tried reloading, clearing cache, playing to 1500+, deleting the savefile, NOT killing the boss (although it magically disappears around 95 kills), and now I'm just basically annoyed. 15 points for a literally impossible badge, I don't fink so
Overrun II, not Over-run 2. And it's the sequel - it was recoded from the ground up, with more enemies & powerups, a shop, better backgrounds, different music, etc etc
Radar should be fixed now and WASD will work, it's just not shown in the in-game instructions. I'll look into the fuel/health indicators to see if I can find what's causing that.
Yeah, I originally released it on NG August 05, but it's not on Kongregate and I expect most people haven't seen it yet, so I thought I'd add it here along with the rest of the back catalogue. Depending on how these go down, I'm hoping to submit some new games here before too long....
Wulflok: Yeah, I'm gonna do that now and upload a new version. Can't stand WASD myself, but I know plenty of gamers prefer that to the arrows.
MidgetMan: Although I appreciate the 5, don't you think it would be fairer/give better feedback if you rated each game on its merit, rather than just max voting on all of them?