great tutorial, it took me a while to figure out why you have to subract velocity to go up and add to go down, then I realized that the rulers measure from the UPPER left hand corner, I still have no idea why that is.
finally made it to the last level, tried four times, each time a clicked and nothing happened, but it still took two seconds away from my clock each time.
pretty good game, the last level took me a while, and I'm still not sure if I beat it the way I'm supposed to, I just kept jumping off until I had enough guys to jump on the heads of on the way over.
it kind of reminds me of a squidbillies themed game they have on adult swim, but in that game, the camera's far out enough so that you can actually see were you're going, so I'mma go play that
I don't care, what you call it, if most of the enemies can fire projectiles, it's not a zombie game, and how can the survivors only see for 5 feet ahead of them?
there are so many flash game creators who understand that in a challenging game, a "game over" screen is just a larger time barrier and a huge annoyance, so why don't more designers with major studios get that? Anyway, I dig this, it's the best designed flash game I've played since "Don't Look Back"