But the music was too loud, drowning out the dialogue at times.
"Release the bagettes!" "Ah haw haw!"
Sometimes you can't help but love the French!
I liked the old-timey feel to the movie, but the picture jumped much too much. Rather than just a random occurrance, it felt like I could predict it every time the picture was about to jump, which was a major distraction from your masterpiece.
Well I'm glad you liked it!! I agree... I was going to chang the jumpy-ness but at the last minute I decided not to... But now looking at it i wish i would have... Maybe I'll change it yet... If its really destracting... I don't know.. But anyways thanks for the review!!! I love getting them!!
I want to comment on the controls.
With how dynamic flash games are, the tutorial should instruct the player using his configuration instead of saying "press default key to attack." Having to ignore the on-screen instructions and remembering what configuration I just set for a game I'd never before played threw me off a bit. (It's also a good idea to display the current configuration in the option menu.)
A control configuration should be included in the pause menu. It sucks having to quit and restart the game if you decide you should change the controls.
How come you won't let me use the Num Pad keys for movement? I'm cursed with a "compact" keboard that saves a whole inch of space by having microscopic arrow keys, so I use the Num Pad instead. But, whether NumLock is toggled off or on, trying to map movement to the Num Pad simply mapped the commands to the number keys that run across the top of the keyboard.
Directional positioning is too "sticky": If I attack while facing right, and my enemy jumps behind me, I'll press and hold left and continue to hit the attack key. But instead of attacking to the left, my fighter will keep attacking to the right, even though I'm pressing left.
Sometimes when taking hits while facing my enemy, I'll return the attack, without pressing any movement keys, only to find that I'm suddenly facing the opposite direction, thus attacking in the wrong direction and putting my self in a vulnerable state.
These are honestly all good suggestions. I'll keep them in mind for later installments, for sure.
Fun Zombie Mayhem
Fun game, but a few things that pissed me off when I tried to play:
* Long reload. In any commercial shooter I've ever played, the guns reloaded a helluva lot faster, even when you had to manually reload--the only exception being Shadow Warrior's single-fire nuclear warhead. (Even the double barrel shot gun in good old Doom 2 reloaded much faster.)
* Can't change weapons while reloading. How often do you see an action flick where the hero WAITS to finish reloading his machine gun before pulling out his sawed off shot gun to get the monster that's right in his face? The player should be able to change weapons while reloading, even if the reload clock for the deselected weapon is paused. Too often I'd spray individual zombies with a machine gun, then switch over to the shotgun for a crowd, have to reload after 1 or 2 shots, then switch back to the machine gun and have to reload immeadiatly AGAIN after only 3 shots. I found it pointless to bother with any weapon alternation strategy because of the frequent, long reload times. Maybe impliment a reload button whereby the gun reloads each bullet as fast as the player can hit the button (with some guns reloading more bullets per button press).
* Shooting zombies near the base kept knocking them INTO the base. This puts them into a prime position to inflict damage, while keeping them away from weapons whose effectiveness varies by distance.
Nice. Could have done well with a "play all" button so that I wouldn't have to wait for the menu to replay after each clip (albeit a short wait). Maybe it's just my cruddy monitor, but the backgrounds seemed too dark for black stick figures.
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