Lucidrine is a great, quality producing designer. On the off chance that he comes back to look at this title, this game could really use a map during the hunts.
I'll worry about handling the lag once these glaring bugs are done with.
Sometimes, I'll get a warning about a Flash Script making everything slow and be given the option to shut it off. Don't shut it off. If I die and restart, the control guide appears on the screen and it won't go away. Sometimes a gun won't properly level up. If I refresh the page, the gun I have equipped will be available for purchase in the shop again. If purchased, the levels for that gun will be properly applied.
If you're going to have Left Click serve as a fire button, you should not allow firing during the buy period when the only thing you can do is click to interface with the shop.
I know you changed the function of a few items, nerdook, but it's a bit weird to see items of Town Portal heal you instead of seeing them send you back to town.
To all those asking to be told the answer when you skip a question, why should the game maker just give you those answers for free? It's clear that the game is intended to test your actual experience with gaming thoroughly, from the style of the hints, to the fact that answers aren't given to you for free. If you just played this game over and over, does that mean you would have experienced the games you don't recognize and have never played? No. You would only have memorized an image and tied a name to it. This isn't a call and response game, it's an assessment of your GEEK MIND. Don't take the easy way out.
Somehow, getting to the very end with 4627 coins while having kept 4 friends isn't very satisfying, because I get essentially the exact same ending. Philosophy is good and all, but if you give me a big green door that might as well have "GOAL" written on it, giving me nothing to get to it is just mean. Good game, good lesson, but I'm just peeved that I learned all this pixel perfect platforming to get exactly what I'd been getting along the way.
I don't know if this is the "crashing into infinity bug," but if you crash as you cross the finish line (or right before), you respawn after the finish line without ever getting a win prompt or being let out of the race..
@Palemoonsdream - Your trial sets are too small for sufficient statistical analysis. I'm not qualified to determine what would be "sufficiently large" in this situation... but your presentation feels like you're telling all of us that you flipped a coin 100 times and got heads 63 times, and so you conclude that your coin must be weighted or rigged. Typically you need to do many more trials than 100 for things to "even out," usually several hundred if not thousands or tens of thousands. And obviously, we won't hear from people who aren't having a problem with hitting, so the position you're giving is potentially very biased.
There isn't enough love for the Digestion block. It is the most consistently useful block, and got me through survival with all 5, with proper support. Thank you Nerdook for this wonderful piece of work.
Balance. Your learning curve is rather flat, so there isn't really an invested sense of progression. The balance needs to be tweaked before this game can attract anything more than a mildly interested participant.
Here's yet another comment on your procedural random generation of content: It shouldn't be GOOD news that Anna (your daughter) wasn't one of the survivors at a location.
Scratch that. If all the zombies in an outdoor area containing a fugitive are dead, even if I kill the fugitive, I get another survivor in my party with the fugitive's name when I leave the area.