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Alien Undead Armageddon
 
 
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Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted
Updated
Nov 25, 2015 @ 8:51am
May 3, 2016 @ 4:01pm
Recent Announcements View All (1)
Playable Demo Now Available
Description
Release date: December 17, 2015
Saving the world, bit by bit.

Aliens have crash landed on earth. It's up to AJ, and his inventor genius Father to defeat them and save the neighborhood, and Earth. Alien Undead Armageddon features:

- Razer thin plot lines with questionable logic
- 4 unique stages with over 36 fast paced platforming levels
- Platforming puzzles, speed levels, teleporters, moving platforms, bosses, and more
- Saws like every platforming game since Super Meat Boy
- Support for Mac, Windows, and Linux PCs - Keyboard, Xbox 360, and XBox One Controller support

But don't forget - it contains Aliens- not just the Undead- because "Undead Armageddon" would be like a zombie horse that's been beaten, then rises from the dead, and is then beaten again.

Play a demo today at www.fivemedia.ca. It features 12 complete levels across all 4 stages.
Popular Discussions View All (2)
6
Dec 3, 2015 @ 1:56am
Another censoring developer.
RottenRaccoon
0
Jan 8, 2016 @ 1:04am
MEMES IS THIS?
whoever read this big homo
< >
45 Comments
hanerbeards Jan 11, 2016 @ 7:57pm 
...oh no, it's retarded...
[AnTZ$]~ Big Man Japan Jan 6, 2016 @ 10:59am 
All my cringe.
Five Media  [author] Jan 5, 2016 @ 7:35pm 
I'll post a new build this week as I've made some improvements.

It supports Xbox one and 360, as well as the steam controller.
Sacatuki Jan 3, 2016 @ 8:08pm 
Controller support?
Crate of Onion Rings Dec 28, 2015 @ 7:58pm 
I'm not just basing this on graphics, but this looks like it belongs on Newgrounds.
Demon Sword Games Dec 10, 2015 @ 10:15pm 
I could have sworn that I left a bit of input on this one. maybe Im losing it...

Well anyways, as a dev myself I did want to make a point of leaving a critique.

Graphics are not the most important thing in game design, but conveyance is.

And conveyance has 2 aspects -
1 - communicate to the player the function of the object (The simplest example is having a more striking contrast, or perhaps a thick outline on a platform, to communicate that the player can interact with that platform and that it isnt part of the BG)

2 - what is physically happening in the game's reality - for example a run cycle animation to communicate movement.

Conveyance is important because it is what makes the player feel as if he or she is interacting with a physical world, but it is challenging to achieve.

This is were style, and effort, and world building come in.






Youth Worship Explosion Dec 6, 2015 @ 10:14am 
If you completely overhaul the art, then this game might have a chance.
Five Media  [author] Dec 5, 2015 @ 10:01am 
Thanks for the feedback, helpful! We'll definitely give a review to the difficulty on that first boss battle. It might also be a case of too hard, to early as well!
Bip Bot Dec 3, 2015 @ 1:50am 
@Five Media
Second, I highly recommend getting an artist, even if you don't think you need one. The thing is, a lot of people are not going to give you a chance, because they judge games on superficial standards. Even though those standards aren't important to the game, they're ultimately going to determine whether people will give your game a chance or not. I do believe though if you can find an artist, that your game will succeed fairly well. Good luck with your game.
Bip Bot Dec 3, 2015 @ 1:48am 
@Five Media
So I do have a couple criticisms on your game that I'd like to address. First, the first boss, while challenging, is too hard. It took me 30 lives to beat the first, boss, which should never be the case. The design of the boss is good, but I think you could remedy the problem by making the boss' health lowered and making the enemies get destroyed after a certain amount of time, because if you don't hit them, they will stay on the ground and make it impossible to land without getting hurt...