3
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Recent reviews by Griff

Showing 1-3 of 3 entries
1 person found this review helpful
11.5 hrs on record (11.4 hrs at review time)
Literally like the old flash games where you choose the stupidly over the top solution to simple problems.... but the Dev never stopped making it.
South Park Art style + Gore-fest + Australians + A weird amount of in depth world lore = Good Time, Hope the Dev brings out a squeal.
Posted January 12, 2024.
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1 person found this review helpful
34.3 hrs on record (33.3 hrs at review time)
Been having a lot of fun with this, really cool idea done for the most part very well.

However a few things to bare in mind:
- Does feel a bit "Early Access" still, only two load outs, one being far more viable than the other and had a few crashes.
- Progression feels a bit artificial, every level up system just gives a bit of currency and after 15~20 hours i had most of the upgrades i wanted, everything else left is just horizontal progression like new traps to try etc.
- I've not had too much of an issue, but the fact that makers don't need to complete their own outposts means there are some very cheesy strats or just plain boring... like i could spend 20 mins slowly taking apart this copy pasted room, or i could just try another outpost.
- Because the currency to maintain your outposts is the same as unlocking new traps + making new outposts I've hit a bit of a rut where i do some raids not to unlock new traps/make new bases but just to keep my current ones running. I have 3 outposts and it takes about 3~4 hours each day just to get them back up and running

All small things that hopefully with time will be tweaked or fixed but overall been having a blast and look forward to what they add next.

Some things i'd love to see:
- Secondary objectives, we have the tombs (Which are not explained well to new players) but if we had more directed "Side Dungeons" which gave both the raider and the maker more on completion would really make the outposts have more substance to them. Maybe even have a keycard system to get to the GenMat.
- Checkpoints, some of the bigger outposts are a slog and dying after 20 mins to have to do it all again is depressing. Maybe have the raider spend currency at a checkpoint to activate it so they have to balance the risk/reward? and that would encourage the maker to place them as they potentially get more currency.
- A better rating system, you can use a boost to get more info about a outpost but even then its not that helpful, just some sort of player rating to know before going in, even if its to see an outposts accolades beforehand. also be nice to see the highest rated outposts to give them a try for ideas for your own outposts.
- Decorations on traps, Because you cant place props/decorations on traps, even if they are second wave it leads to some very bland base building since you can tell if you decorate all but certain tiles that oh there's going to be a trap there later. Its a minor gripe but it would be great to have more freedom in decorating

Overall been having a blast, I hope this game succeeds and i look forward to what they add in the future.
Posted April 12, 2023.
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No one has rated this review as helpful yet
0.7 hrs on record
I had heard good things about this game and it has been a horrible let down.

Generic zombie story, fiddley gameplay with both the keyboard and controller, performace was all over the place with the framerate dropping suddenly causing the platforming to be a nightmare in places.

Not to mention zombies spawning in or not being quite "next" to you because it haddnt quite come out the background.

Just overall disapointing really, Only redeeming point is that its got a nice art style.
Posted June 30, 2014.
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Showing 1-3 of 3 entries