"This game requires 1MB of local storage". Hell no it doesn't! It's a point-and-click adventure, all you need to save is a handful of flags which, even for a commercial title the size of say, Monkey Island, would take literally less than 1kB. Either you're using that storage for other purpose, or you have no clue what you're doing. Did the same guy who wrote this bullcrap story also write the SharedObject?
This game would have worked a lot better as a turn-based strategy, given that the AI is dumber than a rock and cannot be trusted with controlling four gun-toting idiots. It would also allow for strategies more intricate than "I'm running this way and the rest of you try to keep up." It's also pretty laggy, which is strange because it's not really doing all that much, graphically.
First, I can't imagine playing this game at anything but the highest brightness, which is still a dark mess of pixels. For a game that is supposed to be in a nightmare, the decor is remarkably consistent. The names on the bunk, for instance, never change, even though they are meaningless and unremarkable. In a dream, they would vary. Same with the number on the blackboard. In a nightmare, the -1 button in the elevator would take you back to the second floor. Come on, it's the only place you can die, and you built in an alternate path, make use of it! Kill the idiots who are dumb enough to go back into the elevator! Other than that, some minor inventory peeves, like the pointer not disappearing after it becomes useless, and the stuffed tiger serving no purpose. Overall it's good, but not great.
Wasn't there already a zombotronII? And it wasn't this exact game but very, very close to it. Like you changed 3 things, recompiled and called it a day?
Very buggy. Money disappears, crossbow fatalities don't register, and some achievements are just plain stupid blind luck. Good first draft, but needs more polish.
Just a reskin of the previous notebook war game. Nothing new, not even an automatic autofire, even though there is still never a reason not to fire. Not really worth playing if you've played the other notebook war games.
It's dark, the action keys are unintuitive and confusing, and the important elements do not stand out from the dirty brown background. You need to work on the graphics to make the make playable.
How is this different from the other spectromancer game, that's already on this site and already badged? Same game mechanics, same campaign, same 'cards', everything is identical.
I laughed, I thought, I got frustrated, and I think I might even have learned a few things. Really great game, well designed, well written. I am very impressed.
This is a new game and you didn't even play ua1. A game does not need to get more complex in each version. Stealth Assassin is the iPhone version of Ultimate Assassin with more simple gameplay mechanics and much better graphics. This is the flash version of Stealth Assassin for iPhone.
Not enough gold to keep up with upgrades, qand the backpack doesn't seem to be doing much. Otherwise it's fun, up until wave 30. Then it gets repetitive.
Between the railroaded hanging and the unskippable intro it takes so long to start I almost quit right there. The game uses a huge window and fills it with blocky graphics. Why? It looks like crap. And it's slow, so slow. Only the music is good. You'd have to really like point-and-click adventure games to play this one to the end.
The AI is complete crap and only stands a chance when starting with such an advantage that a monkey could win from its position. And it still loses, despite ALSO being able to give order much faster and with much more accuracy than a human. Complete garbage.
Thank you for your feedback. You can suggest ideas for the sequel.