sfernald 2011-08-23 22:18
Cool idea man. Looks like you didn't finish it. But playing the game within the game was pretty cool.
Foon → Ludum Dare Explorer → LD21 → Escapism
By dramble
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 87 | 6 | ||
| Humor | 138 | 2.33 | ||
| Innovation | 173 | 3.08 | ||
| Theme | 280 | 2.85 | ||
| Audio | 312 | 1.75 | ||
| Graphics | 354 | 2.31 | ||
| Fun | 361 | 2.23 | ||
| Overall | 392 | 2.38 | ||
| Community | 410 | 1.75 |
Cool idea man. Looks like you didn't finish it. But playing the game within the game was pretty cool.
Escape the Zombies is arguably the hardest game...ever. It seems like there should be some sort of strategy but I just keep dying over and over. It was kinda addicting though.
A neat concept, but I wasn't sure if there was a point to it (or maybe that IS the point and I'm not getting it).
Mucho likey! Could benefit from some fail conditions (for running out of money or energy). I really got into escape the zombies (I think I got about 1,300,000 in the end)
This feels likes it's right on the cusp of being a good art-game experience if it were fleshed out more. I think the main thing that is missing is a feeling of consequence. "Escaping" into the zombie game doesn't have any real effect on the rest of the game world - similarly, letting your money and energy go to 0 also do nothing. Introducing some dynamic that adds some tension and choice between the escapism and the "real" world could do a lot for the game and its meaning.