Needing actual money to purchase items in game = fail. Porting what was already a crappy Facebook game over to Kongregate just to make more money using the same failing above formula = fail. Game = fail.
I think this would be better if when you got into the car one of two things could happen: 1) The ability to shoot since I don't control the car with the mouse; or 2) the ability to control the car with the mouse since I don't use it for shooting while I'm driving anyway. Either way would be nice.
Having the car is advantageous enough as it is. You also carry explosives from the start. Add to that the fact that if you are walking and start to get overwhelmed it's not all that difficult to lead piles of zombies into barrels and kill them all. I agree that I would like the bullets to go straight through the zombies but at that point I feel like you'd be more like God having a play-date with his creations instead of a man running for his life.
You're so right... This is so a copy of "Effing Worms". I mean it has to be right? It's not like "Death Worm" was released on the PC in 2006 and "Effing Worms" as the author himself said "IS based off of Death Worm by JTR. Thanks to JTR for giving permission for this game."
I ask myself every single time why I play the DuckLife games all the way through. Honestly? I still have no idea... What's funny though is it's a great game. It's just so simple and it's not the kind of game I generally play. I suppose that is a testament to the addictive properties of this series.
Has a couple of problems. As MmmDoughtnuts mentioned it can be difficult to see the slope on some of the hills. Sometimes it is obvious but other times I can't even tell if it's a slope or not. I've also had times where I get caught between two slopes and the ball just sits and rocks for quite a while before finally settling. Not like an extremely long time but quite a while for a ball just rolling back and forth between two slopes. In addition, I have had a few instances of my ball striking the wall, sticking for a second or two, then popping off the wall in a funny direction at a greatly reduced speed.
It's good when used as a pretext to a much bigger game. As a physics engine test this is nice. However, there is absolutely nothing here, outside of the ability to drag the stickman, that actually makes this a game. I'm not even sure this should have been submitted as a game. Though I will say I have no plans of making a big fuss about it. Kongregate is going to make sure this thing stays rated down and disappears.
There's something wrong here and I can't put my finger on it. This guy who's been here an entire year suddenly posts up a game this well done? I went through to the Lionwood Studios page and discovered that this studio has created quite a few well thought out games and I am not wondering why more of them haven't been posted by this person. I honestly believe this guy stole this flash and posted it up here to try and get some cash.
After finally making it into the first mission I can now say this: This game could seriously use a tutorial. The entire thing is based on being able to perform your duties within a short amount of time, but every single step of this game is complete guess work. After finally muddling through and sending out vehicles you are then faced with an array of options that hardly even make any sense. By the time you've established how to hook things together and control everything the house has burned down. Now I know that this creates a learning curve that requires you to replay the game over and over in order to get it right, but I just don't see how playing a game numerous times simply because the control system is too complicated is replayability. It's more like "putdownability".
Yeah, this game needs a whole lot more fleshing out. On the very first mission I find myself perplexed... I have all these vehciles to choose from, but the moment I choose one I am instantly restricted to which other ones I can send. Why? The game didn't say anything about any restrictions but apparently they are there. So as soon as I decide which vehicle should go first, I waste quite a few moments trying to figure out which of the vehicles I wanted to send I can send and which ones I can't. Now I am guessing that you can only send certain vehicles in certain categories, but that is the keyword: guess. In a game like this, especially one that is so highly dependant on time, you shouldn't have to guess at which vehicles you can pair up together. Or at least the restrictions should be removed. So I accidentally sent two firetrucks to a small brush fire? Oops, my bad. But shouldn't I be allowed to make that kind of screw-up myself, or at least be told why I can't?
Meh... That one word sums the entire thing up completely. It's really nothing special. I don't think I've ever played a castle destruction game like this, but I've played plenty of use your mouse to cut the shapes and let physics take over games. Most of them were a lot more interesting than this. A good for instance is Civiballs. While Civiballs is a completely different idea than this, it is 10x more interesting. The hand drawn graphics style is okay I suppose but the colorless, lifeless style of this game makes the yawn factor shoot up tremedously. To make matters worse I've had plenty of bugs where clearly drawn lines traced only through one object still wouldn't count as a cut. And I've even had others where I drew a complete line through a shape and a cut was taken from my cut count but the object wasn't cut. This whole thing feels like a beta to something better, but I just don't see how this idea could get better.
Wow... yeah, that does it... I'm not waiting around for this crap. I had to load just to get the main screen. Then I had to load once I hit the play button. And even after that, all it loaded was an animation of a penguin in a spaceship bouncing off an asteroid and I'm loading again? No way... I'm not doing this. Since you guys are a college you might want to do some research in gaming. One of the number one problems, whether it's PC or console, is load times.
I haven't even made it into the game yet and I'm already frustrated... Did I just seriously sit here and wait on a loading screen that took that long JUST to see the menu so I could click the play button and have to wait AGAIN for it to load? I can forgive that kind of thing in PC games, but not online flash games. Still trying to decide if I even want to go any further.
Welcome to the wonderful world of Gamestop. While the Kreds were started by Kongregate before Gamestop took over, using Kreds to purchase game items only began after Gamestop took control. Notice how the buy rare objects deal going on here these days sounds a lot like the get rare objects by preordering at Gamestop? Scary isn't it?
Oh, and by the way... I can't see the coding in this but the physics of this game may be the true reason why machines work sometimes and don't others. The physics have a loose feel. Almost like the chaos theory was applied to the physics equation. I don't know if that means the physics need to be tightened, or the physics are better than others because they include a little bit of real life improbability. As I said, I'd have to see the physics engine for that.
Very nice. A sequel that is not only better than the original, but adds new and original ideas to the mix. It's nice to see a developer actually listen to the input their given by the people who know best what needs to be done, the players. I know that some of us are unreasonable, but there are quite a few of us who do our best to help the developers. And once again, LorenzGames has listened and succeeded.
And yes people... I know it's Miniclip and they have a website but that was a general statement for all developers... And as many have said, yes... I played through it and it's nothing special. It's more like Fragger: The Map Pack than it is like a sequel. Granted, no one but us said it was a sequel but still... It would have been nice if some effort was put forth in improving the game instead of just rehashing it.
Chrome freezes too... I don't know about you but it froze up on me at the start. After the loading screen Chrome froze for a while then the buttons became active. Once I pressed the button to start the game it froze once again to pull up a rather annoying notification to let me know that the game was now on iPOD. That information was already taking up the right half of the screen before I started the game. Did you really need to freeze up my browser just to reiterate the fact that the game, which most of us are just playing for the first time and don't even know the quality of, is available for sale? Tell us once.... If we like it enough to buy it, and you've properly filled out your profile, we'll find you and purchase it... Don't nag gamers on a site like Kongregate with "buy buy buy" it pisses some of us off.