Pretty fun, very satisfying to hear the gun shoot as fast as I type. One problem I'm having is a sound glitch: it appears only one sound can play at a time. When I shoot the gun, the music has to stop playing so the gun sound can play, and if I'm shooting quickly then overlapping gun sounds cancel each other out.
Cool way to tell a story. Each level revealed something new that completely changed the way you thought of the characters. I also greatly appreciate the hinting system - I don't usually play flash-based adventures because they're too involved, lots of pixel hunting and/or difficult puzzles. I want a simple and entertaining experience and this game delivered that.
There's a lot of unpolished potential here. The concept is great and the play has a good combination of simplicity and player reward, so the game itself isn't bad. It's actually built pretty well, I didn't experience any bugs. Yeah, the music was awful, and everything felt horrible and looked cheesy, but getting over all that I actually kind of enjoyed it. Can't give it 5/5, but it's certainly worth at least 3 in my book.
Oh, and boobs.
Cool game. I have a "bug" to report :)
I was fighting 3 worms. I damaged the one out front, so it shuffled to the back so one of its healthier buddies could move up and take the heat. I kept attacking the damaged worm and killed it. I saw it die. It was dead. But then it was suddenly alive again, and shifted to the front so it could attack me. It had 0 health. I killed its friends and the battle ended anyway... but it was definitely a glitch. At one point one of its friends shifted to the front, but the "dead" worm stayed put so there were two worms standing in the front position.
I guess the battle would have gone the same regardless. But it's a bug nonetheless!
Otherwise, I've enjoyed the game so far.
I like the idea of houses containing a finite number of zombies. Difficulty needs improvement - even on hard, as long as I can get to the supplies I win. Also, would be more interesting if your survivors could be turned, or turn shortly after being rescued (e.g. because they were bitten before being rescued). Otherwise, it's like shooting fish in a barrel.
Awesome game, well-made in every important way - graphics, music, feel, variety, comfortable replay-ability. Bugs shmugs, even the oldest software still being maintained after decades of constant community grooming has bugs in it. If you accept these (quite mild) bugs (and account for the creator's admirable responses to your whining) then you can't deny this is a top-quality Flash game.
What a cool game. It could have used a bit more playtesting (some consistent bugs, e.g. bullets not colliding with character/enemies in midair, bullets not colliding with enemies if they're too close to a wall), but considering the quality of the art and animation I'd say that helps as it doesn't distract from the visible/audible details. Don't listen to any of these punks' whiny complaints, they seem to think they have the right to piss and moan as if this game is something they custom ordered.
"Inspired" my butt, this is practically a copy Patapon and there's nothing you can say to deny it. Even the artistic style is practically the same (don't try to sell me that "art was done from scratch" baloney) - did you try to improve on anything in Patapon at all? For crying out loud, you use the same key patterns for the commands. The only difference I see between this game and Patapon is in quality, and there's certainly no improvement in that. The game's sense of rhythm is a bad joke, and the music is annoying, to name two things immediately. If this game was even slightly original, I'd be more inclined to rate it as a well-designed Flash game (which I admit it is, especially compared to anything I've made), but since you had to rip off a significantly better-made game and pretend you were only "inspired" by it, I'm rating it by comparison.
Nice art, but the game itself isn't so great. Seems more like an interactive portfolio for a storybook artist than a game, really. If that's what you're going for, then good job!
Pretty cool, definitely room for improvement, especially in AI. Had trouble figuring out how to activate/deactivate robots after a wave starts... but then again, I didn't read the instructions very carefully :/
Lol. FlashBeast, on the Free Wires site it explains that's the "level editor" version of Double Wires. This is a cool game, just wish more effort was put into its presentation.
I think it's not unreasonable to consider this the "Portal" of the Flash gaming world. Fortunately Valve realized they had a gem... I hope you do too. This is really cool.