Ah, such a nostalgia trip.
...and a big reminder of why key hunts are such a pain in the rear. It was fun, the controls were easy to get used to, and with a little effort the game was fast paced and fun to play.
Personally, I have been a fan of the series since I discovered it back when I was in high school, and I immediately loved the game play of all of them. It was with Thing Thing 3 I believe that the series began changing the formula up quite a bit if I recall correctly, focusing on an actual storyline, rather than a rail shooter controlled by a kill count. Additionally, the ability to pick up guns in Thing Thing 4, which really blew my mind with its minimal yet catchy story, really made my day when I first played it. The fact that there we so many guns in Thing Thing 4 is what truly made it the most enjoyable campaign.
This one though, feels like a tad step backwards in the thing series in terms of gameplay. stuck with a select number of weapons upon the start, and they can be essentially "upgraded" by obtaining gun parts as an objective on each map, although this doesn't seem to be the only method to obtain new guns. This is reminiscent of Thing Thing 2 where you could upgrade say the Mp7 into a Mac10 or something like that (more like a downgrade in my opinion) by completing an objective on a specific map.
Still the game is catchy, and you never fail to amaze me with the additional customization for the character. I've actually gotten quite fond a character design I started to use frequently on Thing Thing 3, and now I can make that character look even cooler.
The gameplay itself is fun, but it gets repetitive quickly, like trying to find the fastest way to complete all objectives within the timeframe after already playing the same map 3+ times to find where all the objective points were. It's challenging sure, but in the end I feel a lack of satisfaction for pulling it off and more of a feeling like "Ugh, finally I can move on..."
he infinite ammo meant not having to find ammo, and you merely had to take into account reload times when your kill count multiplier got really high.you definitely had to figure out where all the med kits were to run with your tail between your legs when you dropped below a certain level of hp. This was a toss up for me on whether regenerating hp for the character being taken out was good or bad. Thing Thing 3 and Thing Thing 4 had fast paced combat that encouraged you to go balls in on a fight, and the regenerating hp was why. In this one, combat is slower and enemies seems to spawn a lot slower than previous games, so requiring the player to hunt out medkits and kill on the go seemed like a good idea instead of regenerating health.
The game itself is detailed when it comes to gore, projectiles, and even enemy character variations on maps. Even better is the fact lag is not an issue in this game, as this game can get pretty intensive for a browser based game, especially when gibbing lots of things at once.
2 for the smooth game play
2 for the character customization
-1 for the repetitiveness
I really, really hope to see more from you. This series is a long time favorite of mine, and I was kind of bummed with how Thing Thing 4 ended. I really hope our favorite little rebellious bio-weapon can come back for some revenge.
Note that I write this after playing normal mode, and will be playing hard mode promptly after to find the extra goodies, and hopefully the secret ending.
First and foremost, I felt really in tune with the characters and the storyline had me hooked right from the beginning. Its not to hard imagining this becoming an anime at any time due to the nicely written storyline either.
The characters for the most part were well developed, as was the plot which drove the storyline. Music absolutely complimented the entire game, and weapon balancing for the most part was absolutely perfect.
I only had 3 things that really affected the general experience for me though. First, the backgrounds were well...repetitive to say the least, throughout all three levels. Just a different shading of color didn't suffice to add to the experience.
Fighting progressively increasing numbers of enemies is all fine, but increasingly large numbers of similar looking enemies through three levels got pretty boring. It got pretty hectic at times with all the bullets everywhere though which helped take my mind of that for the most part.
Final problem is that while adding obstacles and such is a great thing, the backgrounds did not do them justice for the most part, and some of them looked really out of place, like the snail shells in the forest on the third levels forest zone.
Not to mention while this didn't happen often and had little to no real affect on game-play in general, I would die for absolutely no apparent reason when I played on certain levels with mazes involved. This primarily happened when skimming the top or bottom edge of the screen with objects nearby but not touching.
Things that would add to the experience: Power-ups that didn't phase through walls out of your grasp. One or two more power-ups, like a health restoration power up of +10% restored on a very low chance of drop or something of the like. And finally, something to upgrade fire rate of both secondary and primary weapons. I was a little confused when agility didn't do that as it broke with the norms of most games I play.
I was a bit sad to see Ginny die, and I hope that her not dying or something of the like has something to do with the secret ending. But other then that, besides what was mentioned above, this is an excellent game deserving of a 10/10 rating. Hope to see more from you soon.
Decent..but could still use some work
Originally wasn't going to review this cause most of the reviews had already covered the major areas of what could be better/fixed. however with the recent update of hard mode, it actually makes the game somewhat fun, easy gave you way to many point while things we exceptionally easy to kill.
Some issues could still be fixed such as getting stuck in walls, or the occasional wave glitch, however in general its a good top down zombie defense game.
(You should probably add the ability to make the barricades adjustable so you can block off horizontal passages. Should also make them so that the zombies can't pass them until they are destroyed. To balance it out just up the cost a bit)
You should definitely do a follow up, maybe with a storyline as well and some more in depth game play and strategy.
Great storyline and gameplay potential.
Great Game ^^
Although i agree with Waggle that it is dangerously close to resembling Unreal flash, the graphics are better, the music is better and controlling the character is also much easier then in unreal flash. With a few minor issue, like weapon balancing, and AI partner controls, this game deserves its 5/5 and 10/10 score. (Unreal flash also had a tendency to lag, however this one seems to handle much better.)
Hard but not to hard as to where you end up bashing your head against the screen in frustration. Only concern was the lag, at times it was a nuisance but a majority of the time it helped me greatly when things went all slow mo for me. Hope to more like this soon.
I think the only complaint i would have is the fact it needs to be longer, and yeah 336 had a point, the towers need to take more damage rather than being toppled in almost a split second..
Other than that its a great game, one of the better defence games out there
I've got to hand it to you, never seen such creativity in storyline and gameplay, never been so intrigued by a puzzle before ^^
I love any game that offers customization. yours got me hooked the moment i started playing. With the possibility of having large drops of cash and large price tags on some of the most uber of items, this game hit the spot.
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