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Submitted on
December 5, 2012
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a 2D sidescroller Zombie game concept i put together in my spare time.

Controls
WASD = move
R = Reload
Left click = Fire
F = Pickup
1 = melee
2 = pistol
3 = Assault Rifle
Click item to use it (only medkit atm)

would you play a game like this?

feed back and opinions wanted :)
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:iconkassc:
Kassc Featured By Owner Dec 7, 2012  Hobbyist Traditional Artist
wow... Awesome Urimas... o.-.o
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:iconmagicllama27:
MagicLlama27 Featured By Owner Dec 5, 2012
HUGE GLITCHES make this inoperable for me. The knife does not work. When I fire the pistol for the first time, the aiming reticule and bullet freeze. I can still move around, but I cannot aim or shoot or click anything in the menu. Also, while I took damage, I didn't die upon reaching zero. This happened three time in a row. Then I tried the Assault Rifle. When I fired it for the first time, a giant gray oval enveloped half my screen, blocked out almost everything. Again, I could do nothing but run around and take damage (but not die).
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:iconurimas:
urimas Featured By Owner Dec 6, 2012
you either have a poor PC or Flash player to make it that glitchy since me and others seem to be working just fine.

the grey oval is the assualt rifle noise range if it touches a zombie it will aggro them to you

but as i said this only happens if your comp or browser aint capable of running it what browser you using i use chrome
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:iconpix3m:
Pix3M Featured By Owner Dec 5, 2012   Digital Artist
The characters are too small for the game resolution. There needs to be a balance between having a clear focus on your hero, and being able to see everything you need.

What perspective is being used here? I can see a horizon used here but to achieve a more believable perspective if we use actual vanishing points.

Or, we can use game tiles that use no vanishing points and all the axis are parallel. If we go that route, we can't have our sidewalk in the corner appear to merge into a vanishing point.

You can also consider making the UI take proportionally less room in your game screen. Also, reconsider the strong contrasts you put in your UI. Good artists should know how to use color to direct attention, but the coloring here directs a ton of attention to empty boxes which I know I'm not supposed to care.

The buttons with Arial font (?) also don't appear to belong.

Also, don't forget to add a bit of hues to your grays. Fully desaturated grays are very boring.
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:iconurimas:
urimas Featured By Owner Dec 5, 2012
title says concept. this was just a 5 hour mashup for a gameplay style not full on gfx, the BG and UI are temp ones and i might increase sprite size by x2 same with game screen itself enabling more view and scenery, but thanks for the feedback, BTW how you doing? i see your pixeling is getting better and better :)
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:iconpix3m:
Pix3M Featured By Owner Dec 5, 2012   Digital Artist
Yes, it might be a concept, but a concept can be improved.

My pixelling has improved quite a bit, but I seemed to be in need of a bit of re-prioritizing things in life. So how am I doing? Meh. Just hardly dragging myself through life I suppose.
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:iconwarewolves:
Warewolves Featured By Owner Dec 5, 2012
I ran to the edge of the screen and a zombie dropped into the menu
I shot twice, and maybe got stuck at the bottom.
The zombies move a little too quickly and the controls are a bit haard to work with.


And yet, still works better then my game I made. :(
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:iconurimas:
urimas Featured By Owner Dec 5, 2012
why do people say controls are hard most games nowa days use the WASD format.....
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:iconwarewolves:
Warewolves Featured By Owner Dec 5, 2012
I use the wasd format, I AM familiar with the wasd format.
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:iconurimas:
urimas Featured By Owner Dec 5, 2012
then how are the controls hard to use then? i can use it fine.....
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