Looks good, though some sentences could be arranged in more than one way. For example, one of my sentences had the phrase "at the moment" in it. I think it was "At the moment I am arranging English grammar."
Problem is this sentence could be properly arranged:
"At the moment I am arranging English grammar."
"I am arranging English grammar at the moment ."
"I at the moment am arranging English grammar."
"I am at the moment arranging English grammar."
Most of the time, context like capitals and punctuation give enough clues, but strict adherence to one form when several could be used could lead to confused users.
A simple fix would be to stick with less complex sentences with no unnecessary clauses or phrases.
An unrelated complaint: The balloons occasionally were "dropped" for what seemed like no reason.
Neither of these issues keep it from being a useful tool though. Good job.
You are right but we have formed as ''At the moment...'' starts with capital A. This is a mixed tense game. We thought sentences can be any form, sometimes time adverbs can be at the beginning ....
Balloons drop because of 25 seconds passes.
Thank you very much for your feedback
Congrats on one of the most depressing time travel systems ever. Imagine a set of n cups holding n balls. If you remove the balls then place them randomly in cups, the probability any given cup gets no balls is ((n-1)/n)^n as n tends towards infinity, this converges to 1/e ~ 37% so with the very first jump you've created a multiverse with a 63% population density. The next jump results in 1 - (1/e)^(1-1/e) density ~ 47% and so on. if the density of a jump state is k, the density of the next is 1-(1/e)^k. This doesn't appear to converge so it will eventually get to 0 although it does decrease at a decreasing rate.
Had a lot of fun. Got to about 300 days before I realized I wasn't logged in :(
Unless my computer was lagging for some reason though, I found that there was a lot of needless waiting. Searching took way too long as did combat rounds.
In general I find it very dissatisfying that upgrading weapons and armor does absolutely nothing. I suspect that it actually does do something but that it's paced very well with an increase in zombie strength, the result being that zombies always take 3-4 hits to kill and do 2-3 hps of damage during a fight no matter what weapons and armor you have.
I would suggest making different types of zombies with different stats (at least if those already exist I couldn't tell) and different names, so that occasionally when I meet a weak zombie with my awesome new gear it shows the progress I made. Similarly I might run up against a tough zombie and have to run. In fact, this mechanic could completely replace the annoying "super zombie" events.
I'd also like to see more options from merchants and more realistic prices for gear and maybe a choice of extras when you level up so that the game has more options for strategy and builds as opposed to a single winning strategy.
Very good but would like more freedom
I really enjoyed the game but a few things about it bothered me. I would have liked it to be more free-form so I could wander about the town discovering and investigating on my own.
Second, the attack stat and last flake's acceleration tree seemed like a cool option, but halfway through the game I spec'd out of it and never put more points into it. I couldn't tell the difference between a character with attack of 9 and attack of 3, whereas putting those points in other places was really noticeable. For a game with a dearth of points to allocate and an attrition-based battle system, sub par choices are really painful.
However, if it were possible to grind (in a more free-form game setup for example) then the answer to sub-par choices (which may only be sub-par to me because I'm OK at moving sliders) make more sense. A player that needs to buy ranks in attack simply has to grind a bit more.
I'd like a listing or gallery of rare items
I've been watching for over a half hour now and i've "seen" 5 rare items, but aside from longcat, I haven't actually seen any of them. I've been looking away from the game or getting a drink, etc... So I'd like a listing or even better a gallery showing which rare items I've "seen".
As for the game, I'm enjoying it, but there's really not much to it and the fun aspects of it aren't really yours. You've shown you can program well enough, how about something more complicated that showcases your own creativity and abilities as well as the meme?
It seems you've subconsciously recognized one of the reasons I made this; it was a practice project to get me used to working with flash. It is merely paving the way for more complex and (hopefully) more interesting projects. :D
The rare catalog is actually a pretty good idea, but it's not likely to happen because I want to start on the previously mentioned projects instead of pouring more time into this one.
Too good for a throwaway joke
I have to agree with others, this is too good to waste on a "Ha Ha! you were expecting porn and didn't get it!" joke. The art is casual and fun, the story is interesting, the punchline is perfect. It wouldn't surprise me if this turned out to be a big hit. It would surprise me even less if it became a big hit if you re-posted it honestly and just let it stand on it's own merits. Front page worthy.
i got paid for the actual film
Simple, hilarious and thought provoking
As games go, "Grab the cat with the mouse cursor then move it in front of a missile" is simple enough, but it's fun as long as it lasts. The difficulty seems to ramp up too quickly, as the hand can only move just so fast and after a dozen or so missiles, they come too fast to move the hand back, grab a cat and move it back (and despite what the description says, I can't seem to actually THROW the cats), but that's OK. If the game lasted too long it would probably become monotonous pretty quickly anyway.
What I enjoy most is the sheer bizarre questions that readily come to mind while playing:
Why not just move the cake? (I actually tried it, half expecting it to work as a joke)
If your hand can survive the missile impact and explosion, why not just use your hand to deflect the missiles?
As a "Serious" game, it could use some improvement, a faster hand, varied game play, upgrades maybe? But as a humorous diversion, which is what I assume was intended, it's spot on.
Strong but could use a few tweaks
I'm a big fan of the text based games you mention as inspiration, but despite the lovingly crafted flavor text for each room, this didn't feel like those games to me. In those games every room was lovingly crafted and unique because there was something in each room to do or look for etc... and the ones where there wasn't were red herrings. In your game there are a TON of rooms but you can completely ignore the flavor text and just watch the right hand box for the "there's something to interact with in this room" text, which is completely counter to the spirit of the original genre where figuring out what to do in each room was crucial.
Towards the end, the run back to Fleen when I realized I needed to re-train stats to have a chance (needed more dex) was a chore, especially cause of the mind numbingly slow pace of combat and the frequency of random encounters.
Others have said Dex is too heavily weighted and I agree, but I'll further point out that if you need a certain Dex score to reliably hit a foe, that score should NOT make it nearly impossible for that foe to hit you as seemed to be more and more the case as the game progressed (the dragon for example, I needed 40 dex to reliably hit, but at that point he didn't land a single attack the whole fight) The dex scale seemed like there was only a few point range where both you and the foe could hit the other. Any lower and you couldn't land a blow, any higher and your foe couldn't hit you.
I've never been fond of purchase systems that force you to buy each level of upgrade. It seems smarter to me to be able to skip levels on a regular basis.
That's a lot of complaints, but overall the game was fun and I enjoyed playing it. I'm looking forward to your next entry in this genre.
Inappropriate name, OK game for what it is
Lolita used to be a diminutive for the name Lola, but after the publishing of the novel "Lolita" by Nabokov which revolved around the story of an adult man and his sexual relationship with a 12 year old girl, the word has since been exclusively used to refer to a sexually active young girl. Thus, unless you're over 50 years old, it's unlikely that you've ever heard the word used in any other way. Thus, it's completely inappropriate for use in a game aimed at kids and calls into question your judgement and the judgement of any company or website that would put their name on this.
That mess aside, it's not a bad game for what it is, but with only 2-12 options for each of the categories it's very limited and doesn't really live up to it's potential.
In addition, it's very odd that this is sponsored by Teengirlsgames.com. It seems like this is in no way a game that would appeal to teenage girls. Very young girls definitely, but that exactly the kind of market you don't want asking you "Dad, what does "lolita" mean?"
Love it, could use minor improvements
Only bug I've found so far is that I lost a police station to a zombie attack and afterwards, clicking on it brought up the defense menu, not the missions menu, so I couldn't recapture it.
improvements I'd like to see in the next version:
- other "classes" than soldiers should lower danger level when killing zombies, just not as much as soldiers
- using non-ideal survivor "classes" on a job should result in lower efficiency but also some sort of bonus. ie: taking scavengers on a kill zombies mission should also bring back some loot or using soldiers during a reclaim or "change this building to a..." should up your overall defense points because the soldiers add sniper towers/barricades/etc...
- survivor "classes" should be skills and survivors should be able to have more than one, up to some kind of limit. You should be able to have soldier/builders or soldier/leaders etc... Though a soldeir/leader/scientist/scavenger/bu ilder does seem overkill
-surrounding an unreclaimed area with reclaimed area should automatically reclaim it as soon as it's clear of zombies
-Buildings shouldn't have such a limited number of options for rebuilding. Except for a few building types (research centers and hospitals maybe) any building show be able to be transformed into any other. Otherwise you can get "stuck" with a bunch of apartments/schools that have no other use and if you don't need either, it's useless.
-Killing zombies actions should have options or there should be two different missions. Sometimes I just want to thin their numbers to reduce the size of the attacks hitting my walls rather than clearing areas for reclaimation, and it seems like I should be able to do that more quickly and safely than completely clearing an area.
-Mousing over a block should give a popup with general stats (#zombies, amount of food, # of survivors, etc...) these should just be guesstimates based on how recently you scouted the area.
Really enjoying the game and looking forward to the next one! In particular, it's fun to sort out what you need to do when strategywise.
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