Rapture – Zombie Killing Madness!

Rapture is the second game by the user “Pronoob16” from the game maker community that I will be reviewing. The storyline is simple: Zombies and other undead creatures have been cast upon the earth in an attempt to eradicate man, you have been tasked with stopping the scourge from killing everyone on the planet by any means possible.

Raptures opens with a picture of some in-game action while it loads which leads to the menu screen which is quite simple and easy to navigate as well as a disclaimer for the storyline and some other needed information. The color palette fits the theme for zombies very well with the green color typically used for zombies along with the red for blood, which goes hand in hand nicely. The menu screen could however benefit a little from some cleaning up, and text optimizing to enhance ease of use, such as moving the buttons below the text and in a horizontal layout.

The game itself consists of a few levels with increasingly harder waves of enemies which you must slay any way you like, although at the moment you can only choose out of two weapons but i’m sure more are on the way as ridiculous zombie killing techniques are reasons people enjoy playing these sorts of games, an example being rockets and chainsaws.


 

On upon opening the first level the background immediately came to the foreground which was very annoying as it was very difficult to see the zombies apart from it. The picture below is an illustration of this, therefore I recommend changing the style to the third picture below which was a very soothing and more fitting background, the background could also be dulled or changed in contrast to make it whiter and stand out less which would also work just as well and allow the players to be able to see the enemies with more ease.

The game had no lag at all for me, having a supercomputer and all, but I noticed that the bloodstains didn’t disappear over time, which if there’s a lot of enemies could slow down older computers especially in the higher levels which would contain 200+ objects and enemies in the room at the same time. While on the topic of enemies, I found that the levels were very easy, especially since you could just run around the enemies to get them into a bunch then shoot a few bullets to kill them all at the same time, although this technique gets a littler harder to do versing the enemies that shoot it’s still easy to achieve. I would recommend the enemies out of sight from the player would roam around the room, which would make it harder for them to bunch up, and if the player leaves their line of sight they return to roaming again. Also I commonly sniped the enemies from across the map with my pistol to get easy kills without any chance of them killing me, if you made bullets disappear after a certain distance it would force the player into close combat with enemies and increase the tension by having to enter an enemies line of sight to be able to kill them.

The graphics are adequate for a game like this but it would benefit greatly with new shiny enemy skins and player animations. The levels also seemed a little bland, without any structures, pickups other than ammo, or terrain, but i’m sure more content is coming later on as I would really love to shoot some barrels and watch them exploding killing multiple enemies, as well as hiding behind objects if i’m getting overwhelmed with creatures.


 

I enjoyed the song in the game, after a while however it became very repetitive and I would have liked to hear a different loop per level to mix it up a little and give a different feel to the game. The shooting sound was nice and simple which I liked, rather than being fast, high pitched and repetitive such as other shooter games and I feel the enemies should make random moans and growing noises to increase the immersion and let you know there are still enemies around the map and what type they are without looking, such as a dark and menacing sound for a “legendary” or boss creature that comes out every few levels.

I noticed that the levels weren’t randomly generated either which was a little disappointing, It would be much easier and take less time coding-wise to program unlimited levels to get increasingly harder each room with items scattered out around it. This is another great way I recommend to increase the level difficulty without having to change the actual enemies damage or speed, it would also be open to questions such as “What level did you reach”? You could have an online ranking system for the top scorers to post their results because players always like competition with each other.


 

There’s a few other small details I noticed while playing which i’ll list below, one being that I feel the game needs a HUD with weapon selection as well as being able to press 1 or 2 to make it a little more user friendly. Another is that the game instantly quits if you press the escape key, it’s not much of a problem now because the games very short but later on it should ask the player if their sure they want to quit so they don’t lose all their progress. The ammo in the game isn’t persistent which was a little disappointing as I wanted to use it all on the last level to kill them fast as well as being able to stock up for levels you need it the most on, it does however work well because there is a high chance that the ammo with drop anyway. Finally there should be a counter for enemies left in a wave/level and a short delay before switching to the next level with a message saying “You’ve completed the level” before actually going to it.

Nice little game overall, the graphics however should be updated especially some of the backgrounds to make the enemies and player more visible and to stand out more. The sounds were nice but I would have liked to hear a variation in music throughout the levels. The AI also needs a bit of work to avoid them clumping together and making the level easy, which combines with the fact that the player has way too much health and can be hit many, many times before actually dying. I would suggest 10-15 hits before dying instead of 100-200.

The games actually very amusing and enjoyable to play and i’m looking forward to any additions your going to add to it! So keep up the awesome work Pronoob!

~Fluidic Ice~
Game Designer, Programmer and Studier

This is a different rating guide from the Completed Game’s, it shows where the game is ranked right now and after the owner improves features the ratings will change.


 

Here’s the final score out of 100%:

WIP Story: 45%
WIP Game-play: 60%
WIP Graphics: 40%
WIP Sound/Music: 50%
WIP Fun Rating: 75%
WIP Addict-ability: 75%
WIP Portability: 90%

Total: 62.1%

Legend:
0% – 24% = Hopeless Game, A Terrible WIP game not even worth play-testing.
25% – 49% = Terrible Game, This game will not prove to be very enjoyable, and may only be played once and forgotten.
50% – 59% = Average Game, A very mediocre game that you may play occasionally to pass time but doesn’t prove to be very enjoyable.
60% – 69% = Nice Game, A game that’s enjoyable but contains lots of errors and ultimately leaves you wanting more.
70% – 79% = Brilliant Game, A game that’s very fun and addicting to play but doesn’t quite stand out from other games, yet.
80% – 89% = Fantastic Game, A very fun game that proves time and time again to be enjoyable and addictive, but contains a few things that could be improved on.
90% – 99% = Amazing Game, Extremely Enjoyable and has lots of replay-ability content, and would benefit from being sold.
100% = Epic Game, A WIP definitely worth selling, you’d probably make a huge chunk of cash.

About fluidicice

Queensland, Australia.
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