Usually in my development, you guys don’t play any of the games I’m working on until they’re done. That’s all about to change. The Last Stand: Union City is going to be a huge project and it’s going to be near impossible to release it without feedback from the public.

Here’s what’s in the alpha so far:

- Character skills and attributes affecting accuracy, movement speed and jump height.
- Character aiming, moving and shooting
- Character randomises each time you enter a room (just for trying out appearances)
- Weapon switching
- Flashlight
- Zombie aesthetics (only a handful of outfits and hair styles at the moment)
- Early Zombie A.I (they can wander and chase, no attack yet)
- Wandering zombies are alerted by weapon sounds, sighting the player and “sensing” the player if they get too close
- Zombie vision is affected by the level of light
- Weapon collisions / damage systems
- Character stance and movement affects accuracy
- Weapon skill is currently set at 10% in this alpha, the lowest you can get
- Crosshair shows estimated accuracy, which is a combination of the character’s weapon skill and the accuracy of the weapon
- Two whole empty rooms! Complete with random zombie spawnage.

What I’m looking to get out of this:
What I DO want you guys to concentrate on in your comments is how it feels to you. Do you like the aiming / movement system? Does the key setup work for you?

What I DON’T want to hear is stuff about weapon balancing, animation errors, zombie AI. It’s all very early stuff and needs a lot more work.



Controls
W - Stand / Jump
A,D - Left / Right
S - Crouch

F - Flashlight
Space - Switch Weapons
Mouse - Aim

Walk into the pink blocks to enter / exit a room.

Hitting the reset button will give you one of three random light settings, day, dawn and night.


THE LAST STAND: UNION CITY - ALPHA


Note on controls:
AZERTY and arrow key controls are also implemented. For those that use them, let me know how they work for you!

Also, can I get some control setups from LEFT HANDERS? Just need to know what you prefer to use in shooters for movement, reload, weapon switching.



420 comments so far

 1 

First! Awesome! I love the flashlight. it looks great in the dark. Why is there jumping though? are there going to be parts requiring jumping? Or is it just an excuse to not have depth? Very nice but I liked having depth to walk in.

There’s be obstacles that can be climbed and jumped. Walk through the pink “door” to check out the other room.

As for moving up and down, it creates a number of problems with the main one being artwork. Having more depth means the angle on objects in the world gets higher, so you need to see them from more above. That generally leads to the need to use 3D objects instead of photos. Building / buying / rendering a whole city worth of 3D objects is going to take months and months of work. Working with this angle, I can use photos quite easily. The second problem is movement. Having zombies slide directly down from the top of the room to where the character is would look ridiculous and mean that zombies would need different facings animated, drawn etc. It’s basically doubling or tripling the workload.
- Con

December 1st, 2009 at 3:45 pm
 2 

Hey, this is looking great. Could you email me? I’d like to discuss some things with you.

Given your email address and URL, no I can’t. This is in production for Armor Games as I’m in an exclusivity contract with them until 2011. You can contact Daniel over there once the game is done if you wish to talk licensing at that point.

- Con

December 1st, 2009 at 3:51 pm
Jromanoh
 3 

dude thats pretty sweet, the sledghammer felt a little weak (powerwise). but the lighting and the animation was amazing for a first look. Out of curiosity, how is the death system going to work? in the first 2, you would just start from the pre night setup screen but since you said its a tad bit more free roam how does one ’save”?

Hey! Read the damn notes.

I’m not really sure how the saving will work. I’m thinking at this point that it’ll autosave as you go along and death will result in giving you a few options: Respawn here but lose X amount of XP, respawn outside the building losing a smaller amount of XP, or respawn at last sleep point for no loss.

- Con

December 1st, 2009 at 3:55 pm
daniel
 4 

second!!!alpha is good but the flashlight sould be a continous stream ar light not a circleother then that its awsome

Soon as someone can write a 3D light engine for me that works in flash, sure!
- Con

December 1st, 2009 at 3:56 pm
James
 5 

this is brillliant i think what your working on is well worth your time, i love the look of the whole thing, the darkness and the flashlight really captured the mood. will you be able to look like a soldier? Will you be able to have a handgun in addition to the M16 and the sledgehammer? will later testing be availible to test new things? Congradulations this will be truly great

Two weapons equipped will be the limit at the moment. More alphas and betas will be available as development goes on, yes.
- Con

December 1st, 2009 at 3:58 pm
Exeara
 6 

Con thank you! I completly love it I like the fact that you inabled running, crouching, and jumping affect your accuracy the only thing i’d like to ask is will the zombie bodies and bullets be generated inside the objects? (Ex. You kill a zombie, there legs fall beside the box, The same things happen with bullets your right next to a box and when you shoot the bullets appear at the very front of the box, will this be changed? I know its still in alpha stage so if you find this offensive i’m sorry.

Zombies will recognise boxes at all times, so their death animations will be affected by them, yes. Same with walls. Bullets being fired right next to boxes and player collision with boxes is still in the works. I’m thinking that I might make weapons collide with the boxes, stopping you from aiming into them.
- Con

December 1st, 2009 at 4:03 pm
Thank you god...
 7 

thanks for the alpha. i’m going to play it one hundred times in a row now. Bye

December 1st, 2009 at 4:05 pm
Moloch
 8 

Great ! Can’t wait for it !

December 1st, 2009 at 4:05 pm
Exeara
 9 

Sorry about this but I just played the Alpha again and I saw that zombies can stand inside boxes.

Yeah, I know…did you read the notes…
- Con

December 1st, 2009 at 4:07 pm
Sigil
 10 

Looks pretty good so far. I also enjoyed the god mode for the time being. The weapons worked swimmingly and movement was pretty good. Of there is needed improvement, but so far it’s better than most flash games out, and it only has two rooms. The flashlight is pretty cool, and I like the whole day and night thing. Looks great, and I’m getting excited for the release.

December 1st, 2009 at 4:09 pm
Exeara
 11 

Heres a animation error I reseted after I killed all the zombies in a stage and it was a dark map so I switched on my flashlight and started moving exept the flashlight off the players gun stayed in that exact same spot.

I know about that. It’s because melee weapons aren’t setup to handle the flashlight yet. I don’t want feedback on errors. Consider this, I’ve played the game about a thousand times, I’ve seen pretty much every error available in this small version of the game. What I’m looking for is feedback on how the game feels to YOU.
- Con

December 1st, 2009 at 4:11 pm
Dave
 12 

The aiming the moving ect. was great! I do not have any suggestions for that.

December 1st, 2009 at 4:16 pm
carlos
 13 

i like the controls its what i come to expect when i play a shooter so its easy to work with(especially since i use a laptop) i also do like the flashlight it looks as if its really going to work in with the different lighting so anyway good job so far and i really am lookin forward to this game

December 1st, 2009 at 4:17 pm
Galedeep
 14 

Feels awesome and looks awesome. Only thing i wish we could move up and down like in the previous ones, u know in a wider hallway, seems cramped. Also the boxes made a barrier against the zombies, are they supposed to do that or are they supposed to be able to be destroyed?

I’ve explained the depth thing in a response to an earlier comment. Boxes / barriers, it depends on the zombie. Some will be smart enough to climb over!
- Con

December 1st, 2009 at 4:18 pm
Shadowlyday
 15 

great job on the artwork and animations they look great and i am looking forward to trying more alphas and betas

December 1st, 2009 at 4:22 pm
Won't Tell
 16 

Seems about fine. The walking crouch looked a bit funny but it’s fine. Smooth gameplay. Would the crouch help in precision and accuracy and obstacles? Is it possible to walk slowly to not alert your presence in the game? But stealth would play some worth in this game… Can zombies trip over barricades and obstacles on accident? Adds to the realism aspect. The flashlight good with me, but more frames for the jumping would be nice. Can characters move certain obstacles/rearrange them/ place boxes, items, etc. Also can a character’s weapons destroy or break obstacles. Good so far and quite impressed. Sorry in advance if I ask too much.

December 1st, 2009 at 4:25 pm
QpSmiley
 17 

Good work so far! the only things i noticed was that the aiming tends to hop up a degree or 2 but nothing ridiculous.

I couldn’t break the boxes, but i figure that just hasn’t been implemented yet.

Flashlight is beautiful I love it! Keep up the good work!

December 1st, 2009 at 4:28 pm
Exeara
 18 

Oh then I think it makes me feel happy inside.

December 1st, 2009 at 4:29 pm
richard
 19 

it feels really good only prob i have is the sledge hammer it just doesn’t say sledge hammer to me

it might be the swinging motion i think a left right interchanging with a up down would look better

idk what else it is it just the sledge feels bad to me maybe some knock back or something

Weapons will have knockback, including firearms. Also, there’s no sound on that weapon yet, it’ll feel better once that’s on. As for extra animations, there’s more to come.

Stick to what I want to hear about people, I’m not going to sit here and answer all your nit-picky shit about early work on animations etc.

- Con

December 1st, 2009 at 4:30 pm
Exeara
 20 

Opps I’m sorry about 2 things I re-read the selection and saw that you DON’T want to hear about that stuff. Also I’m sorry that i’m posting so much.

December 1st, 2009 at 4:32 pm
Brian Wightman
 21 

Well Con you’ve did it again. Pretty great as far as guns and all go. Zombies looked alright as well. I didn’t catch anything huge as far as bugs go.

December 1st, 2009 at 4:34 pm
Exeara
 22 

I like that when you shoot at the ceiling the bullets spray in all directions than just one.

December 1st, 2009 at 4:37 pm
Shift4101
 23 

The game feels great. I don’t like the fact that the aiming cursor (sights I guess) becomes wider so slow, and that the aiming cursor (again sights) just snaps back to normal on a few occasions. (like letting go of the left mouse button.)

December 1st, 2009 at 4:37 pm
Raul
 24 

What I want you guys to concentrate on in your comments is how it feels to you. Do you like the aiming / movement system? Does the key setup work for you?

I like the aiming and movement system, and I think the light and the flashlight are great.
I think the key setup work.
The only thing I don’t like is this:
When you shot with the rifle at night, the light of the shot is less bright than day and dawn. I think the light of shots is more visible at night, a bit less at dawn and only a few when is day.

Yeah, muzzle flashes aren’t setup to work with room light settings yet.
- Con

December 1st, 2009 at 4:42 pm
Maxtac
 25 

It’s always been difficult to play your games on a laptop since I’m left handed.

Arrow keys- Good

What would be your choice for a reload key other than R?
- Con

December 1st, 2009 at 4:51 pm
 26 

I love it! But I think its annoying when you walk through a door and zombies are standing right there waiting for you. Also I feel like the melee weapons should be stronger.

December 1st, 2009 at 5:08 pm
Ripfengor
 27 

Was very happy with the speed and aiming, plus the accuracy of aiming. I am sure this would have been much more easy to notice if i were using my mouse, but at the time being I don’t have it hooked up to my laptop. :) I appreciate the ability to jump, as that could and most likely will come in very handy, additionally i like the crouched stance and movement incorporated in with it as well. Already it almost appears as if the game is reaching the point where balancing may become a primary obstacle (so I won’t talk about that now at all), as the setting and general controls appear very successful. As a run of the mill American right handed gamer, mouse and wasd setup with the added functionality keys caters perfectly and fluidly. In terms of a playability and easy to use game mechanics, even this early alpha has clearly achieved my expectations. Thanks Con and keep up the excellent work! Look forward to the continued development and would gladly assist in any follow up opportunities such as this.

December 1st, 2009 at 5:14 pm
 28 

Very cool, I must say first of all.

Now, as for bugs, there are a couple:

1) One zombie spawned behind the crates at the far end of the room, making them trapped and impossible to hit.

2) The bullet holes on the cardboard boxes don’t seem right. It’s like you fired from monitor perspective. But I realize this is REALLY early development, so I won’t nit-pick.

3) When you immediately enter a room, there is like 1 or 2 zombies right on you. This would be quite annoying, as realistically, you’d check if there are zombies right near the door.

4) Even though the guy is technically a noob, the zombies are, in term, ‘mowed down’. I suspect this either has to do with the zombies lining up in 2 dimension, or the gun.

Suggestions:

1) Maybe have a control option, where instead of “Pressing the down key to crouch, then the up to stand up”, you could have “Holding the down key down crouches, and releasing makes you stand back up.

Well, just one suggestion, but I hope this helps!

PS: Seriously, this is amazing, that you did this in a few weeks. Making the alpha alone would take me probably 2 months.

Crouching I set up as toggle because that’s how I usually like it, I’ll add an option for hold crouch. Good suggestion.

Zombie spawning right near door, in and behind boxes etc - That’s something I’ve yet to address.

Zombies getting mowed down. Weapon damage is the culprit, you won’t be starting with anything like the M4 in the alpha…far far from it. Zombies will be at all different levels too and won’t all line up nicely for you.

- Con

December 1st, 2009 at 5:22 pm
Theron
 29 

Hey,

As another left handed user (re: Maxtac), the most logical key for me on my Pavilion dv6000 would be “end,” though I’m certainly accustomed to WASD controls. I think the \ key would make a pretty good choice too (unless Enter is bound to something, then there could be a couple hangups).

Hit detection for the sledgehammer felt off. Or it might be more accurate to say that I felt mislead by the size of the crosshair - stays the same as a firearm. I’d almost feel better with just a dot or no crosshair at all when in melee, then I just focus on where the weapon is pointed. Personal preference, of course.

Otherwise, I’m very excited like everyone else here: The Last Stand series has provided me with hours of amusement and I am looking forward to the next installment.

Hiding the crosshair for melee or switching it to something else might be a good idea. Cheers.
- Con

December 1st, 2009 at 5:24 pm
Slappythehobo
 30 

Pretty awesome youre letting us play a bit of LS! I realize its still really, really early, but the only problem i had is when you crouch down, it got harder to aim/move the cross-hair around.

Harder? It’s exactly the same. Not sure what you mean.
- Con

December 1st, 2009 at 5:31 pm
David367th
 31 

Pretty good a few glitches (i know first virseion) one i found was if you leave the flash light on switch to sledgehammer youll have a stationary light where you switched. Other than that its was a good test on how the game might be.

December 1st, 2009 at 5:33 pm
Mp5xm8
 32 

Nice alpha, I like the art work and the dawn and night lighting. The day lighting feels too bright for a zombie game but since it will be a day-night cycle I think it will work.

The flashlight is nice and it feels like it fits into the game even though its just a circle its nothing to be picky about. I do however have a tutorial i was reading about a flashlight that can bend on objects and such in flash. I have actually been using it in my experiments with flash. If you’re interested in seeing that I will just post the link at the bottom of this comment.

Also, the zombies still look nice even though there isn’t much variation, to me it didn’t feel like it mattered.

Standard key layout was nice, arrow key layout needs some work. I have experimented with lefty layouts using arrow keys and the number pad seems to be a nice place to put “non-motion buttons.”

Other than that this is a great alpha showing off room design, movement, art, etc. I look forward to seeing your next entry.

So that tutorial i was talking about is right here. Its an interesing idea using lines to curve around objects. I know its about a topdown game but its the concept that is the main part, and i have used it in a sidescroller mock-up myself. Don’t spend too much time thinking about the lighting though, just thought you might want to check it out. (The lighting part i am talking about is close to the bottom.)

Tut Link:
http://www.emanueleferonato.com/2007/09/26/create-a-survival-horror-game-in-flash-tutorial-part-1/

-mp5xm8

December 1st, 2009 at 5:34 pm
Crimsic
 33 

Wondering here, how hard would it be to implement a “Customize your keys” option in the game? Some people (especially left-handers) might have trouble as someone above already stated.

But as for the feel, I think you’ve got it nailed down pretty good…TLS games have always have a very good amount of polish and even in this alpha you seem to already have a grasp on how your going to handle movement. So thanks for letting us have a taste of the alpha, and good job so far!

December 1st, 2009 at 5:38 pm
Awsomeking5
 34 

i hate the way it aims or to be clearer i hate the fact the the reticule is larger then in previous last stand game and i do not like it

The reticule is showing what the very very bottom of the character skill and no attribute bonuses while using Automatics will look like. It represents the accuracy of the weapon. As you gain in skill, it becomes tighter and tighter.
- Con

December 1st, 2009 at 5:46 pm
Bern- (Well known as Zslayer)
 35 

Awesome! I gotta admit, for an early release, and I’ve dealt with alot of other Alphas and Betas, this is good.

December 1st, 2009 at 5:54 pm
Qwerty
 36 

It was pretty well done really. I liked the graphics and I really loved the flashlight. Jumping and recoil are good additions as well. Though I do have some issues. The crouching and standing thing doesn’t work for me. normally people who play shooters on the PC hold down to crouch. The recoil is kinda weird because recoil recovery is instantaneous. Is it possible to let is assign keys? And another question: will strength affect recoil?

December 1st, 2009 at 6:03 pm
Ivan2294
 37 

I think that the Crosshairs are a little big, but the controls are good. I do think that “E” should be for switching with “Q” being for switching backwards(if you can carry 2 weapons and a sidearm), also customizable controls would be nice. Also Zombies should be able to break doors and follow you or at least follow through open door ways (like archeways or something)

December 1st, 2009 at 6:04 pm
Ivan2294
 38 

Oh and being prone as well as kneeling would be nice. As well as laying your weapon against a surface (such as kneeling next to the boxes) could increase accuracy.

December 1st, 2009 at 6:07 pm
Cowabunga410
 39 

Alright, well the shooting feels quite nice, but the sledgehammer is a little…not smooth. It needs a backswing. It feels a little like sticklike. AND YES I READ THE NOTES. I just felt that was necessary. I apoligize. Other than that, the only thing i noticed was the jump felt underpowered. I think that it would be rather difficult to judge jumps when running from zombies with a jump like that. Ill let you know if i notice anything else though. Other than that, im getting excited now. Good job con.

I didn’t mention in the notes that the jump height is related to your characters fitness skill. Again, this is set to 10% at the moment, showing the very bottom level of skill. You can however climb onto objects rather than jumping, there’s an animationless version in game at the moment, walk up to the low box and press E.
- Con

December 1st, 2009 at 6:10 pm
Cowabunga410
 40 

Oh and i just tested the light thing. Its a little ineffective actually. I noticed the slowing, but its not potent enough in my opinion. Just a side note though.

December 1st, 2009 at 6:12 pm
Ivan2294
 41 

BUG!!!!! If you press down and backwards at the same time you move back but stay in the crouch position, there is no edit button on these comments so please excuse the wasted space.

The crouch is toggled, not held. Press W to stand again. Will be optional in final game, probably default to hold crouch.
- Con

December 1st, 2009 at 6:13 pm
KillerCies
 42 

I felt that the movement and firing was very good and that the firing system seemed pretty cool. The hammer seemed kind of weak, are melee weapons supposed to be last resort kind of things are they going to be something you could use to fight of multiple zombies, because they easily back you into a corner when using it. Overall all the room system and aiming was cool and i completely adore the fact that a flash game is going to have enough depth to actually have a good shooter and a useful leveling system.

December 1st, 2009 at 6:14 pm
KillerCies
 43 

Sorry forgot this in the last post, I also felt the the dark rooms should be much darker because I could see their white skin pretty clearly, not sure if its just because of my screen settings or because its just a beta.

December 1st, 2009 at 6:17 pm
F
 44 

The key setup is great! it is fast and easy to use. The aiming and movement thing is cool, it gives you more “freedom”. I think that crouching and the flashlight are both great, they make you feel themed with the game. The Zombie AI is pretty good, the difference of their behavior with different levels of light is very depicted. You are doing great Con, this game will be awesome.

December 1st, 2009 at 6:20 pm
collan
 45 

Hi con u r my favorate game diziner and i am really looking forword to this game 2 things though first i dont like the space as switching guns i think it should be like 1,2 for switchign guns and space for jumb second i like the aiming system but i would like smaller crosshairs

I plan on adding the 1 and 2 keys to weapon switching. Space bar may become jump as well, just trying to come up with controls for left handers.
- Con

December 1st, 2009 at 6:23 pm
Kevin
 46 

Hey Con, gotta say that I love what I see so far. Just one complaint about the flashlight: It feels awkward to use because it follows the mouse. It would make more sense to have it follow the weapon.

December 1st, 2009 at 6:33 pm
Slappythehobo
 47 

i meant the cross-hair wouldnt move as fast as it did when i wasnt crouching. maybe it was my FPS. im not sure.

Hmmm, must’ve been. Stance doesn’t affect anything to do with the actual aiming itself.
- Con

December 1st, 2009 at 6:50 pm
brian
 48 

i have only one thing that i noticed is that bullets never land exactly where you aim.well i dont really care this game looks sick.

You do understand the whole accuracy thing…don’t you?
- Con

December 1st, 2009 at 7:00 pm
Rayne532
 49 

Hey, I’m left-handed and I honestly started making up my own story as i went from room to room again and again, I must have just went from one room to the other making up my story, having a blast. I had almost No problems with it (Pressing the “F” button i nthe middle of “Combat” was a little tricky for me, but it worked.) I give you he Left-Hander’s Seal of Approvel.

December 1st, 2009 at 7:12 pm
adam
 50 

con please don’t delete this. i just want to say the game looks awesome i can’t wait till it comes out. so was this like a free demo of the game that can only be found here?

December 1st, 2009 at 7:29 pm
Chelonian Bob
 51 

Overall, I think this is coming along very nicely :) The controls are easy and comfortable. I think it’s reasonable to only have two weapons readied at a time as long as you can carry extras in your inventory for when your main gun runs dry. It would also add to the survival aspect of the game if there’s an option to have everything still run while your inventory is open. This would make it a little more realistic, emphasizing the importance of doing things quickly and finding safe zones. Like all of your other work, this is definitely going to turn out to be an awesome game :)

December 1st, 2009 at 8:00 pm
 52 

i am a right handed player and i think that spacebar is a little to far away for me to switch quickly to my other weapon, good job

December 1st, 2009 at 8:01 pm
jeffrey
 53 

i think this is a beast game good luck con….

do u have to download when it is finished,… i hope not

Jeff

December 1st, 2009 at 8:16 pm
 54 

In-game, be sure to call left handed controls southpaw :)

December 1st, 2009 at 8:30 pm
Zman
 55 

The only problem I had with the alpha was that the shooting felt a little weightless, I liked the recoil but you couldn’t really feel the ‘kick’ of the gun. That said, once the engine is a little more complete and you add in the knockback etc. I’m sure it’ll probably be more satisfying.

December 1st, 2009 at 9:07 pm
Some Guy
 56 

I’m so happy you released this. I have to say that I like how you make it a scrolling side by side game, and I don’t agree with those people who are saying it should have depth.

Oh, and I know you said don’t post glitches but my guy froze in place when trying to climb over the small box.

I also hope that your going to have the sledgehammer attack animation switch and not just one continuation of the same attack over and over again.

December 1st, 2009 at 9:33 pm
spike
 57 

It seems like you want the game to play comfortably for everybody.

It’s only a suggestion but have you thought about allowing players to make their own control setup in-game?

There could be a few default layouts (WASD, Left Handed, etc.) so players wouldn’t have to create their own every time, along with a Custom Scheme option for people who don’t like or want to use the premade options.

I thought the weapons could’ve felt a little heavier. And the walking feels right I think. Is there going to be running in the game?

December 1st, 2009 at 9:41 pm
GunNutCookie
 58 

Ok, It feels ok, crouch and jump is good and i like the general atomosphere of the game… BUT… nah kidding good alpha…
Oh and some ideas etc

1) You said that you were unsure how the barricading (if any) would work… well you’ve actually shown that “Barricading” (with the boxes) and all you would have to do then would add a health bar (depends on object).

2) (I’m sorry) The guys legs seem to go slow but he’s at jogging-ish speed…(he’s crawling also seems fast-ish…)

3) There’s also an idea i’d like to post (you’ll probably kill me but…) if you found a certain small melee weapon (knives??) you could use an instant attack button (single quick stab attack)

P.S Alpha’s awesome.. GOOD LUCK!!

December 1st, 2009 at 10:00 pm
Richard Daly
 59 

I PROMISE THIS COMMENT DEALS WITH AIMING AND MOVEMENT AND KEY SETUP.

I’m a right-dominant QWERTY user, and I didn’t notice anything objectionable.
The two handed motion control works well: there’s a reason the model is a standard in video games, and you’ve implemented it nicely.

The slower movement rate for backing up was especially nice. I might suggest decreasing it a little further? I felt a bit too in-control for a guy walking backwards in the dark firing an automatic.

Crouch was responsive without being jerky.
Jumping into a walk or crouch is a little awkward feeling, but I cant’ tell if it’s the animation or if it’s the physics. He accelerates from the ground immediately, mario style, though the animation does show him bending his knees to jump. When he lands, he lands flat and hard. Except it’s doesn’t feel like a hard landing: it’s just abrupt and smooth. This problem is more noticeable when the hero is jumping up onto a platform (box) and he doesn’t have time to fall a little.

December 1st, 2009 at 10:46 pm
 60 

Smooth controls, nice system. I can’t find anything wrong with the controls, except bugs that you’ve probably spotted.

SUGGESTION(S):

Find Mr Jiggmin (Neverending Light). Ask him for help with lighting effects.

A quick melee like a gun butt or knife would be good too. Perhaps spacebar?

December 1st, 2009 at 11:34 pm
joe
 61 

Hey, great demo. maybe someone said this but when your walking and while walking drop to your knee you slide on the floor with no crouch walk. maybe that should be fixed but still have about 2 feet of slide to make it epic. i also really enjoy everything else about it

December 1st, 2009 at 11:37 pm
Black Dog89
 62 

It is very good for an alpha. Nothing really to report. Keep up the Good work please

December 2nd, 2009 at 1:00 am
MickeyMouse
 63 

I’m using azerty keys and it work fine ! And I’m so happy to see that I have good fps on this alpha (that was not the case in TLS 1 and 2). Weapons looks good and i like the way you move across the room, it’s a very nice improvement to don’t be stucked behind a barricade :)
Great work and good continuation !

December 2nd, 2009 at 1:22 am
Dav
 64 

It’s awesome! Why not make him run like in modern warfare 2. When running you can’t shoot. But when aiming, you’re forced to slow down.

December 2nd, 2009 at 3:09 am
Riou1231
 65 

Pretty good so far, The flashlight was a pretty good addition, Day, Dawn, and Night settings were also pretty good. Keep up the awesome work dude, I’m expecting a lot from you.

December 2nd, 2009 at 3:12 am
palau
 66 

the game looks good but, wow that cross-hair is sick like wtf is it going to be so inaccurate i mean a auto rifle becomes inaccurate after the first 10 shots but not like THAT 2 think it;s big drawback …

December 2nd, 2009 at 6:41 am
JediStick
 67 

I liked the aiming system for ranged weapons especially how your accuracy increased when crouched. I didn’t like close range combat mostly due to the fact that it was single animation( I understand it’s in the alpha stage and that’s to be expected but you wanted opinions.) but so far so good.

December 2nd, 2009 at 6:46 am
Butler
 68 

Just a personal opinion here but I do not like/agree with the particularly large crosshair it seems to get in the way of the visuals, Q moves me backwards but i think thats been mentioned before i prefer Q and E to cycle weapons but space is easy to use and there maybe different set-ups, the animation when jumping is very nice.

When walking across boxes the animation does not take place however i know this will be fixed, when shooting near boxes i think the graphics needs to make it more obvious that you are shooting past the boxes and not through.

I love the bullet’s flying out of the gun it is a really nice addition and in all the alpha so far looks VERY encouraging, it is truly a blessing to be a part of the development stage as the general public, keep up the good work! :)

December 2nd, 2009 at 7:42 am
Jake
 69 

The only thing I don’t like is the flashlight with melee…I think that you just light surrounding him or something, instead of the crosshairs. Awesome game!

December 2nd, 2009 at 8:35 am
Travis
 70 

I must say it is very impressive. The controls and firing are very user-friendly. The game handles very nicely and I suspect it will be very good as the development walks along.

December 2nd, 2009 at 8:49 am
JPSVB
 71 

Hi Con.

The key setup is great. So is the movement and aiming system This alpha version is very good and the night scenario with the flashlight makes me creepy!

The loss of accuracy with moving, jumping and sustained fire and the gain of it with crouching is EXCELLENT! Very few flash games that can deal with this issue so good as you´ve done. It´s very realistic! Congratulations!

How about making the “sustained fire” stuff also for melee weapons? (holding the mouse button with melee weapons = character constantly makes melee attacks). Of course this would speed the stamina loss. Maybe only for the run´gun mode.

By the way, did I already told you that you´re the best flash game creator ever?

Stamina will play a big part with melee weapons.
- Con

December 2nd, 2009 at 9:16 am
Hollows
 72 

Hey, this game is much easier to play on a labtop now and I’m a fan of the toggle crouch.
I like the idea of a space bar jump, but could you make another wepon swap key instead of the numbers, not a fan of moving away from WASD, great alpha!

December 2nd, 2009 at 9:43 am
dusty
 73 

wow. what can i say. I loved how when you shoot the wall there is bullet holes. all i can say is keep up the good work. this is going to be a promising game. (ps plzzzzzzz do veicles i know what you said in the note but veicles would rule)

December 2nd, 2009 at 9:57 am
ChrisM
 74 

Great job, first off.

I really like the character movement when it comes to using the mouse for aiming, looking, etc. Feels accurate and not too fast/slow.

The character movement with the keys seems, a little too “glide-like” I think. Since you have different physical levels set up (Crouched, upright, jump) and the crouch in particular is done so well, the normal upright stance seems to need something. Perhaps a damage model on the character effects that…I don’t know if that is in your plans.

Great alpha! Keep up the great work! And thank you for taking user feedback!

December 2nd, 2009 at 10:03 am
crazy person 3
 75 

Can’t you have a system where players can customize their controls?

I could, but with everything else I’ve got to do, it’s at the very bottom of the list. What I’m looking for is a few control setups that can be preset and please most people, not spend the time building a key customisation setup for the 2 people that can be bothered changing their keys manually in a Flash game.
- Con

December 2nd, 2009 at 10:39 am
TheChosenOne
 76 

First of all, I loved it. Very well done for the little time you’ve had to work on it *claps*. However, one thing I noticed is that when the zombies get in too close the melee weapon as well as the gun still does damage, which doesn’t look too great. It’d be cool if you had an animation of the hammer handle hitting his head and stopping or something like that. To solve this problem you should maybe add a super short-range melee weapon in addition to the sledge hammer like a switch blade or some other short bladed knife.

Yeah, zombie attack range / weapon firing origin stuff needs to be sorted out yet. Like I said, it’s early days and I know about every little problem with this alpha, please everyone stop with this nitpicky stuff.
- Con

December 2nd, 2009 at 12:18 pm
Fulch 16
 77 

yeah i liked it but as a comment said earlier will there be the option to play a bit stealthy? really good and if the acutual game is lik ethis then

December 2nd, 2009 at 12:38 pm
Joey55
 78 

I’m left handed and I just use the mouse with my right hand and WASD. It just kind of felt weird using the mouse with my left hand but for those few people that like it that way I’d suggest trying IJKL for movement and H for flashlight. It’s more towards the middle of the keyboard so you dont have to have it ridiculously far right to use WASD with your right hand and has easier reach than if you use arrow keys.

December 2nd, 2009 at 12:39 pm
Joey55
 79 

One small thing I forgot is for the gun damage that should be about perfect for the amount it takes to down a zombie. At least for the survivor mode if ammo is going to be an issue you’ll need to watch than everythings fine.

December 2nd, 2009 at 12:45 pm
DJ
 80 

I like the control set up. very similar to the past two games (good thing for familar players) however, this being a new game, maybe new controls would help as well. perhaps a button to push back zombies or one to lob something at them (a grenade perhaps). srry if i didnt follow what you told us to comment on T.T please continue ur great work.

December 2nd, 2009 at 1:18 pm
gamesharkk
 81 

Very nice work! I love the flashlight feature as well as the ability to crouch. If you’re worried about the feel of the game, don’t be; I feel right at home with this game already. As for controls, I have nothing to complain about at this point, but I would like to suggest the ability to run (maybe hold Shift along with A or D). This would help reduce the zombies’ ability to drain your life as you slowly walk past them, which is a major problem in so many other games.

Continue to put as much care and effort into this game as you have done with all of your fantastic games. I’m not hesitant at all to already call Union City a “masterpiece in the making”.

December 2nd, 2009 at 1:21 pm
JackJack
 82 

I liked the feel of the game, but I’m worried about the aiming. I think it was not needed. Just take the aim out completely! Also, I think you’re going to need more room. It’s just going to be a hack and shoot game. if the format stays this way, the feel and excitement of the game will not stay fresh for so long. Put some puzzles to switch out the format a bit. I am a Left handed person but i still use the keys with my right, and im fine! Its like a right handed player using the WASD keys with his left hand.
No worries, Im sure the game will come out great.

December 2nd, 2009 at 1:34 pm
Chaosreaper
 83 

I think the movement and everything is great. I am not sure if this is possible, but when you shoot your gun, perhaps it could light up the general area? (yes I read the notes, just wondering if this might be implemented or not) Also will the zombies be able to jump/climb over obstacles?

December 2nd, 2009 at 1:50 pm
Slappythehobo
 84 

A bit off topic, but is the estimated release date still the first quarter of 2010?

Yep. You didn’t think it’d be done sooner, did you? We’re talking hundreds of rooms to build here…and story…and dialogue…etc
- Con

December 2nd, 2009 at 1:53 pm
Hmm...
 85 

jumping feels a bit strange. . .maybe gravity? Not that big of an issue though, all the keys are great. My weapon did auto shifted every time I entered a room, but I’m sure you’ll fix that later. I would have to say that I didn’t have to use my flashlight at night. At all. It wasn’t dark enough, didn’t feel right.

December 2nd, 2009 at 1:59 pm
Sean
 86 

Hey Con,
the game’s off to a great start, but I have 2 changes:

the sledgehammer has to be clicked rapidly to use, and its really annoying. you should change it to just holding the button down

also, is it possible to give any weapons (the sledgehammer) knockback?

Melee weapons with a continual attack by holding a button is boring as bat shit. And yes, knockback will be in the game. Already answered that one 20 comments or so ago.
- Con

December 2nd, 2009 at 2:02 pm
Destroyerofhell
 87 

feels great looks great im not going to metion the problems but could you please make a button for entering other rooms i think that would be good, Thanks

December 2nd, 2009 at 2:11 pm
Ryan
 88 

So, will you have this kind of room sometimes and then switch to having a base with depth like the previous last stand games? Or will you have this kind of gameplay always, because i think defending your base was the best aspect of the previous last stand games.

This isn’t all the game play, this is about 2% of what the game will be like. There will be no more visual depth than this, read my earlier comments as to why. Trust me when I say there will be zombies coming at you from all angles, it won’t be about running in a straight line shooting at head level the whole time.
- Con

December 2nd, 2009 at 2:18 pm
Ryan
 89 

oh sorry, one more thing
how will finding things work in this setup, will there just be a mallet or something on the floor and you pick it up?

December 2nd, 2009 at 2:21 pm
Kris
 90 

Whoa. Even though its a early alpha, I found it was really fun. The “game play” was amazing, (for some reason I hade a really fun time with sledge hammer).

December 2nd, 2009 at 2:33 pm
turkeyeyes
 91 

i noticed that if you hold down the fire button, the crossair wont stop spreading out and the range of fire debuffed un-realistically sloppy

Would that be because you’ve got infinite ammo…maybe? You think? No. No you don’t.
- Con

December 2nd, 2009 at 2:37 pm
Adam
 92 

Hey con, great game so far! wondering if there will still sometimes be a map system of finding things? Also, are you going to make it so that you have to use your flashlight?

December 2nd, 2009 at 2:39 pm
Adam
 93 

The aiming is really good and the movement is as well. I am a little worried about the use of melee weapons in a game where the enemies must get close to you to kill you but i guess its optional so whatever. Seems like the finished version will be fun so i cant wait.

December 2nd, 2009 at 2:42 pm
Yes, this is great
 94 

I believe the controls should only be constricted to your right hand, being ALL controls so there isnt any distraction from aiming on the mouse or in my case, touchpad

December 2nd, 2009 at 2:55 pm
 95 

FOUND A GLITCH, lol, i switched to the hammer with flashlight on and the point it was showing from (how it usually shows a short beam in front of you), its showing from another point and still aiming where im aiming. This is coming along amazingly, cant wait for the full game. After the contract is up with armor games, you should look into making a bigger flash game, but having it into a real game, have like 100 weapons, a much much larger environment, then sell it on steam for 5-10 bucks. I wouldn’t mind paying, nor would anyone else probably. Only like 23 days till its done, im very excited. :D. lol.

You found a glitch in a clearly labeled bug ridden alpha of a game that I have played about a thousand times, good for you!

But yeah, thanks. 23 days, you’re dreaming.
- Con

December 2nd, 2009 at 3:01 pm
 96 

FOUND ANOTHER :P If you look directly below your self (right at 90*) your persons torso is upside down, and the legs are there, and ur head is gone.

Yeah I know.
- Con

December 2nd, 2009 at 3:06 pm
keaton
 97 

This looks like it’s going to be a good game. I mean when you put in the zombie attacks. I see what you meant by dark rooms requiring flashlights. And seeing a couple of outfits that you can choose. It’s just great. I think you should make the zombies attack by biting, clawing, and grabbing. And when they grab you, you need to do something like use your movement keys and toggle between left and right to escape. Just some suggestions. But ultimately a good game. Keep up the good work.

December 2nd, 2009 at 3:19 pm
Ralph
 98 

Love the flashlight in my opinion the flashlight should be one cone with everyting else darker. Also I read the comments but you should be able to run.

December 2nd, 2009 at 3:20 pm
Valhelm
 99 

This is great, dude. I love the AI in it, it’s fun to mess with the zombies. For lefties, you sould just allow a keypad scheme, like you have now, but maybe use ’shift’ for weapon change. Also, will there be sound for the sledgehammer swing?

December 2nd, 2009 at 3:42 pm
Shang_zui1
 100 

well its pretty good so far however i don’t like the melee weapons you see im in the marines and i know form personal experience that when you hit some one in the face with a sledge hammer they usually fall down. however i like the animation for the M-4 carbine its pretty cool but i hope you don’t call it a n m-16 because those are semi and burst you might want to add a m-249 that’s my rifle its a fully automatic light machine gun. if your gonna add a 240- bravo remember they look ,like the 249 but they’re longer and it takes two people to operate it. it like the animation for the rounds and movement was great so was aiming but it felt like the rooms were to small for such a large character maybe making the characters smaller might solve that problem not to small but just right .

December 2nd, 2009 at 3:48 pm
Valhelm
 101 

Also, a nice easter egg could be, if you shoot a shittonne of bullets at the ceiling, it would fall on your head and kill you. That could be funny, but would it be hard to do?

December 2nd, 2009 at 3:54 pm
josh
 102 

great game, hope it gets better as it progresses

December 2nd, 2009 at 4:07 pm
 103 

Hey! 2 things
1) Why don’t you have a paypal donate thing on your site? I couldn’t imagine a reason not to have one, other than you don’t think anyone will bite. (They do!)
2) Why not have it that if you sleep you wake up with zombies in the room, and you have to shoot them with a pistol? Gives me a reason not to use all those other strong guns ya know? ;)

December 2nd, 2009 at 4:24 pm
Neil
 104 

Hey I was thinking maybe you could put like a zombie with a type of weapon or something like that….You should make it where if there is something in the way of your flashlight that it will block your light instead of the light right where your cursor is.

December 2nd, 2009 at 4:33 pm
Greenfrog15
 105 

Great Setup, it is sophisticated but simple at the same time, so its great. Also I have 2 suggestions, I don’t know if any one has said these, but have you thought of making it so bullets can go through multiple zombies(sniper rifles and other powerful weapons). And could you make it so the zombies have different heights, so people cant aim at head level and kill/pwn every thing.

December 2nd, 2009 at 4:37 pm
Spencer
 106 

The controls are solid.
I noticed myself pressing the left_shift to sprint a couple times, but you have the rpg stats so im not sure if you just upgrade general speed. if so its nice to still be able to switch between walk/run.
keep “w” for jump it works
seeing as you only have two weapons at a time spacebar is perfect for switching. and “f” and “r” seem natural for there purposes.

December 2nd, 2009 at 4:41 pm
Rob
 107 

Hey Con,

first off, great work so far, this truely feels like a zombie game now, LS1 and LS2 were good but this, the zombie reaction plays a big part for me personaly, in every zombie film, you can always sneak past the zombies because their not that bright, which is what you get from this Alpha, they dont pay attention until you start firing etc… so yeah, i like the ‘realism’. the open rooms are also good, it gives you that crampt feeling of being surrounded, which is great for this type of game as you are most of the time.

the diffrent types of weapons are also good and will have a good impact on gameplay, standing on top of a box using the sledge hammer on a zombies head was a laugh. also i saw you mention ’smart’ and ‘dumb’ zombies in verious levels of AI brightness, this is one of the things i cant wait to see.

Question, could it be possible to have a zombie which has a small awareness area, but a fast reaction time? something where people like me who want to melee them get tricked? walk up to them, back to swing and then ll of a sudden to zombies on top of you eating you? (sorry crasy sujestion)

anyway, great work, feel wise, this alpha has everything i could want from a zombie game,

Thanks

Rob

December 2nd, 2009 at 4:42 pm
 108 

You can read my review in the first comment. This is a suggestion. You could make it so if you hold shift you get “sights” which makes you slightly more accurate. And you have a meter of how long you can hold it and it recharges when you’re not using it.

December 2nd, 2009 at 4:43 pm
 109 

man u have to put up with a lot of crap
( people askinig questions alredy asked and reporting bugs when u asked them not to ). anywhay heres my feed back space bar whould be a lot better for jump q and e would do very well for wepon togle and r or f fell good for relode and yes i am left handed

I sure do. Thanks for your key setups though. E is taken for “Activate”. R will be reload. I’m thinking 1 and 2 will be weapon switches for the standard right handed setup.
- Con

December 2nd, 2009 at 5:08 pm
Garrow
 110 

Hey, the alpha seems great! The bugs have already been addressed in other comments so I’ll cut to the chase.

SUGGESTIONS:

-Due to lack of 3D depth, zombies are forced to line up neatly to be slaughtered. This can be fixed by allowing them to hide behind objects and be hidden by complete darkness, forcing your character to have a realistic line-of-sight. Flashlights can’t shine light through objects.

-Zombies should also sometimes jump out from windows, fall from the ceiling, climb out of the ground, or pop out of crates, so as keep the player from being able to mow down a crowd of zombies seconds after entering a room.

-Rooms should be a little bit darker, because even without the flashlight you can easily see where all the zombies are and still remain hidden to them.

-Some zombies should be able to jump or lunge at you.

-When turning around to aim at something behind him, the character faces the opposite direction instantly. There should be a split-second animation to at least show the character spinning around. Lets face it, in real life you cant spin around instantly, let alone even know that a zombie is behind you.

-You could also have safe and unsafe sleeping areas. Safe areas are fine, whereas unsafe areas have the risk of zombie attacks in the middle of the night. (I stole this idea from  above)

-Crouching should allow you to remain more stealthy, and enable you to sneak around with reduced detection from zombies.

-Destructible environment? If not, then maybe sometimes you could find a hole in the roof you can climb out of to get on to the rooftop?

-Keep up the excellent work!

Almost all planned. Suggestion, don’t bother suggesting on an alpha when suggestions weren’t being sought.
- Con

December 2nd, 2009 at 5:10 pm
Garrow
 111 

Oh yea I’m a lefty, usually I do fine with the Arrow Keys, but using the pl;’system works too. Although sometimes I accidentally hit Enter, which is a problem in some games.

P- (up)
L- (left)
: - (down)
” - (right)

Thanks. That’s one odd setup right there.
- Con

December 2nd, 2009 at 5:19 pm
Aaron87ggg
 112 

you should change level of light at night because i found that i could see the zombies without the flashlight. but other than that (and a few bugs here and there) the game is fantastic so far

December 2nd, 2009 at 6:09 pm
Ross
 113 

Shooting seems pretty good to me, that gun destroys! The only only problem I had was the character; His body movements look like a marionette, especially the legs when walking. Also, when he jumps, he looks like a little girl. I don’t want to be a little girl.

December 2nd, 2009 at 6:22 pm
Online Responder
 114 

Most of the movement feels pretty good, the jump maybe could be a little higher. I’m guessing the zombies weren’t supposed to come after you immediately. The controls and aiming felt fine. I also think that the zombies should be a little harder to kill when they are shot in the body.

December 2nd, 2009 at 6:23 pm
masterdrom
 115 

this acctually looks very impressive i must say when i first heard of a nother last stand game and a whole new direction i thought to myself oh boy here comes a pile of crap but this is superb work conartist im impressed just one thing i just want to make sure the damage on the zombies bodies will be as realistic as the last game and wwill there be a decent sound effect for the sledge hammer hitting a zombie ?

December 2nd, 2009 at 7:07 pm
Hank
 116 

Atmosphere feels great. Animation is also far superior then previous 2 games. Race changes are great, alowing for custom ability.
Sounds are also nice (gun), I supose with music and zombie sounds, etc. that the atmosphere will be very nice later on. The only control issue I faced, which is minor, is when I try to jump. I naturally press space by habit from other games instead of pressing up. Custom control shemes could easily fix that. Overall the feel is right and I like it.

December 2nd, 2009 at 7:40 pm
Jordan D.
 117 

I like the style as always but it feels like the usual two weapon only system wouldn’t fit with how you’ve set up the character design. What I mean is you could easily fit a sidearm or two (two kind of pushing it though). So maybe primary weapon, sidearm, and melee?

Two equipped weapons will be the maximum. You can carry much more in your inventory.
- Con

December 2nd, 2009 at 8:56 pm
jackalj
 118 

i love the Flashlight :P and the movement is really good i think the jumping is nice to :P just jump over em and keep shooting ^^ so all i want to say is: GOODJOB! keep up the good work ^^

December 2nd, 2009 at 10:13 pm
 119 

game looks pritty awsome how are you going to get other people to follow the main guy without getting owened like in the first 2

December 2nd, 2009 at 10:29 pm
Alex
 120 

Okay, so this is my personal opinion, great work so far but the cross-aim is a bit too wide in the initial stage, (THIS IS BECAUSE IT’S SET TO ZERO SKILL WITH THE CURRENT WEAPON. HOW MANY TIMES DO I HAVE TO TYPE THIS. GEEEEZ - Con) I would recommend creating two or three different cross-aims and allowing people to choose which one they want to use. (I would recommend you read the release notes. - Con)

The main problem I have with this is that I enjoy sniping zombies and this makes head shots harder. Implementing different cross-aims for each weapon might also be interesting…

I personally don’t like the jump. It looks funky and too short, a higher jump animation feels necessary.

I noticed that the weapon changes back to the rifle every time you enter the room.

I love the damage on objects done by bullets and if you could implement a destruction by friendly fire…that would be awesome…also some boxes might have health/ammo, thus forcing you to take a decision do you want a barricade or some quick health…

also I noticed that sometimes if there are two zombies next to each other one will not move towards you while the other does… hmm…

Finally, maybe a option to move slower/ be silent might be interesting…stealth zombie killer….

anyhow, I hope I didn’t repeat myself too much and I wish you all the best of luck.

December 2nd, 2009 at 11:43 pm
Boxxero
 121 

Nice game design, the movement system is fine, but I’d like to see a little L4D in there, like, when not firing or in combat, the character lowers his weapon, because, even flash game characters get tired.

December 3rd, 2009 at 1:52 am
Dave
 122 

I enjoyed and I am looking forward to the real thing. There are some obvious bugs that need fixing, but you know that. As for the melee flashlight thing, just have the player have to increase strength, and at say 5 skill points sunk into strength, you can hold a flashlight and a melee but until then no flashlight for meleeing

December 3rd, 2009 at 3:12 am
daarb123
 123 

Hey Con.

The game actually feels a little empty at the moment, like when you’re playing a game that doesn’t seem to have depth, just killing stuff. The m4 feels pretty good, but there’s sometimes a random fps drop when continuously firing. The aiming somehow feels completely off, like you aim here and you shoot somewhere else. The movement seems a little delayed, and a little sluggish. Overall, a fantastic Alpha.

Is it possible to have a melee button that allows you to melee with your current weapon instead of having to switch to a melee weapon? I have a thing for this option, it feels better to have an instictive fall-back for you to rely on.

Waiting on release.

Jon

December 3rd, 2009 at 3:39 am
 124 

Wait? You know Daniel Sun?The guy who created armed with wings?

Who me? No.
- Con

December 3rd, 2009 at 4:23 am
jak795
 125 

controls feel very good the character models look very good the flashlight looks good needs a little work but good everything seems excellent so far ^^

December 3rd, 2009 at 4:30 am
Cameron
 126 

From what I can see from this Alpha, it’s gonna be amazing.

I love the fact that it’s going to end up kind of like a 2D Left 4 Dead (without the Multiplayer).

My excitement aside, the technical aspects look good, solid.

Apart from small bugs like zombies spawning on you and sometimes on eachother (I know it’s early model so won’t get too angry over that)

Two things I have to ask though,

With the climb, you can climb the small box in the same amount of time it takes to climb the big box, will this change?

Also with the character changing when you enter a new room, is this a bug or just a feature to show it off?

Regardless, have high hopes for this, and I can see you’ll pull it off great.

Character changing is just randomising between rooms to show it off, yeah. It’s only one gender, 3 sets of pants, 4 tops and a handful of skin colours. Going to be a fair amount of customisation as far as looks go with hair and facial hair / features etc.
- Con

December 3rd, 2009 at 5:05 am
Cameron
 127 

Oh, sorry for double post, but forgot to mention, instead of Spacebar for change weapon, may I suggest Q instead?

Again, good luck, looking awesome.

Final controls will most likely be the 1 and 2 keys.
- Con

December 3rd, 2009 at 5:06 am
Mauro
 128 

yes onehundredandninest

hey con,

in the last stand 1&2 you were able to enter a amount of hours you could fix your barricade and search for weapons and survivors
I was thinking if you were searching for weapons you had to leave 1 weapon behind in the safe house (dont know if there is 1)because you only have 2 slots were you can put weapons in. by that comes that you can come in danger much quiker with 1 weapon.and people will not search for weapons that fast aneymore.

Mauro
PS: great that you realeased a alpha very cool

December 3rd, 2009 at 7:16 am
Gabriel
 129 

Heya Con.

Very nice game, something VERY different from the previous Last Stands.

What seemed to affect the gameplay most was, in my opinion, the recoil. A moment, I was shooting non stop (on purpose) at a wall, in order to bring the cross-hairs wide apart. As soon as I let go of my mouse button, the cross-hairs IMMEDIATELY go back into their original spot, and not slowly move back in, like some games.

Good luck with the rest of the game, very nice until now. ;)

Yeah, this has been addressed.
- Con

December 3rd, 2009 at 8:45 am
butcher pete
 130 

i think left handers prefer to play with arrows. and there is a few glitches in the alpha but im sure you know about them. but the left handers i know prefers arrows and swithing with r shift. oh and btw YOUR GAMES IS WICKEEED! in a good way :)

December 3rd, 2009 at 9:06 am
GenTomTom
 131 

The Alpha is great, I can’t wait for the finished version next year. Also, a lot of people are asking for vehicles. Maybe there should be a few levels where you shoot out of the back of a moving truck or car with zombies chasing you.

December 3rd, 2009 at 9:20 am
Millionaire...
 132 

What I DO want you guys to concentrate on in your comments is how it feels to you. Do you like the aiming / movement system? Does the key setup work for you?

Well i think the aiming system is quite good, can’t think of any complaints. The key set-up at the moment seems to work, what i mean is my thought might change when im frantically trying to kill zombies in the final game..

December 3rd, 2009 at 9:49 am
jak795
 133 

the game is shaping up just fine everything looks and feels good so far thank you

December 3rd, 2009 at 10:42 am
rayman (the hippie)
 134 

amzing loveing the controls there cant wait for the next alpha

December 3rd, 2009 at 11:25 am
Thatoneguy
 135 

I like the feel of the game i would change one thing though the toggle to crouch i think that it would be better if the person had to hold it down just in case he/she got in a tight spot and had to get out really quick.

December 3rd, 2009 at 11:32 am
Thatoneguy
 136 

oh and also make the “heavy weapons” really hard to get i dont think it would be fun if you just ran through the game with a mini gun mowing everything and everyone. also you might be able to do this but maybe have like a store in a building that other survivers bult ive never made a game and i dont know if that would work but maybe.

December 3rd, 2009 at 11:37 am
ola
 137 

-i love the demo game (and all the other last stand games),
- but i realy think you should but an limited ammount of ammo , + the ammo will then be used more carefully and the game more difficoult.
- when shooting the whole body/chest should move, then it will look more real.
-You shold also make recyle so the bullet will fly more and more unpresise for every shot u shoot.
-And make a wall u could upgrade and build your self.
- last stand 2 was awesome but that day limit sucks (sorry for bad words)
-THAT IS ALOT OF WISHES
-i hope mayby some of them could help you.

PS: im norwegian and speak not that good english :D

December 3rd, 2009 at 11:44 am
Thatoneguy
 138 

sorry im writing again so soon but i really like the flash light thing but would you maybe make it a little bigger?

December 3rd, 2009 at 11:47 am
Jake Cage
 139 

An unsuspected alpha release sounds great can’t wait to play

December 3rd, 2009 at 12:22 pm
josh whitmore
 140 

your game is going to be great cuz this alpha is blowing my mind but one thing is that with the hand wepons would you be changing the sights because it was really hard to tell the difference it caused when i aimed for different parts i noticed how well it worked for the gun tho. also if your using the arrow keys and dont want to use r y not the control button or the 0 button?

December 3rd, 2009 at 12:25 pm
Alex
 141 

so far i think the controls are good but you can’t really say if they are too good until you add being damaged because you are just shooting (or swinging) i think it would help to test the controls if you actually had damage thats all i am suggesting for a next alpha

December 3rd, 2009 at 12:30 pm
Jake Cage
 142 

The Movement System is great, and so is the Aiming System but, shouldn’t have sights as the Assault Rifle the character was holding.

December 3rd, 2009 at 12:31 pm
Jake Cage
 143 

sorry for triple posting O.O but, could the flashlight rays go to a path because, if you a see a zombie,aim you wouldn’t notice the zombie directly next to you,or if to be more realistic maybe, you and do this and when these rays have hit a zombie the zombie would block the rays/the view of the zombies behind it.

December 3rd, 2009 at 12:38 pm
Ash
 144 

Some of this might be “Duh?” but here it goes.

Positive = Graphics, even though its early in development, seem good.

Negative = The zombies seem…easy. Takes like 3-4 bullets no problem to kill one zombie…

Positive = Im liking the looks of the possibilities of character customization

Negative = With the melee weapon, it seemed very basic, and the character was swinging it around like a the bat was made feathers, unrealistic. And since when does it take more than 1 hit to kill someone with a sledgehammer to the head?

Positive = Zombies look good, blood seems good

Negative = When you enter a room there seems to be some shooting lag, as in, your holding down the left click button on your mouse and its still only shooting 2 bullets every couple seconds, and it takes a few seconds for it to be normal again.

Negative = Crouching…does nothing? It seems to not benefit your accuracy at all, and it should. This might just be because its early development, but crouching should defiantly effect accuracy and you should not have the same accuracy running around as you have standing still.

Negative = Sorry another negative in a row, but when using the flash light even when its not pointing at the zombies I can still seem them fine, so make the background darker if your going into places that are meant to be “Use the flash light or your screwed” areas. The flash light does not seem very realistic, you should not have to look directly at the zombies to see them lit up, I think you should do it so that if you look in a direction you have the full line of sight, instead of having to point directly at the zombies…because that is just going to be a pain in the real game otherwise.

It has a lot of potential Con I must say, I can sort of visualise what the actual game MIGHT be like, but things like the flash light, melee weapon (sledgehammer) I can already see not working , even if you develop on them.

With the sledgehammer…its very heavy! So really your character should have some kind of trouble to pick it up and smash it down, instead of being able to swing it around like one of those wiffle ball bats, and of course, than 1 hit would easily kill someone in real life with a blow to the head. As for the flash light problem, as I explained I think you should do it as a line of sight sort of thing, shine it in a certain ISOLATED direction and it should light up everything in sight of the narrow flash light.

The movement in the game seems good, but when your walking backwards it looks like your doing the Michael Jackson moonwalk, look for your self if you don’t believe me :D

The pace of the character is fine, its normal, you have equipment on your back and carrying a big gun (which is heavy!) so the movement speed is realistic.

As for the button layout, this would be fine…

R = Reload
D = Walk right
A = Walk left
C = Crouch (press again to stand)
Space = Jump
F = Flash light
Number keys for switching weapons

I used to be a PC gamer and I played a lot of shooters so that set-up seems natural to me. Maybe on the settings of the game you could have pre-sets for controls but you could customize them if you wanted? Just a thought.

You’re right Ash, it’s mostly duh ;). Crouch does affect accuracy, watch the crosshair. Sledge animation doesn’t feel heavy because that animation needs to work with all blunt objects, that said it may change from being two handed. Need some way to work using a flashlight in with it. Line of sight flashlight would require some serious processor crunching and isn’t something that’s entirely necessary in a 2D Flash game, so no. Flash light is going to change though, it’ll be coming away from being tied to the cursor.
- Con

December 3rd, 2009 at 1:32 pm
Ivan2294
 145 

NOTICE!!!!!!!!

There is no limit to how big the crosshair can be, I sat here holdin’ click for like 5 minutes and you have bullets going straight up.

NOTICE!!!!
Weapons do not have unlimited sized magazines and as such will not result in being able to shoot continuously for more than about 4 seconds. Also Ivan didn’t think much about this.
- Con

December 3rd, 2009 at 2:19 pm
Angel
 146 

that was a nice taste of what is in store for us.
overall the feel was good..except the small bugs..its looking good though.

December 3rd, 2009 at 2:45 pm
 147 

Good game so far. As far as the controls, i want to jump a little higher because he barley got off the ground. And also a suggestion for controls, instead of putting everyones choices in the game, why not just let them customize them? Just a thought. Great game though and I can’t wait to play it when it’s finished.

Jump height is based on skill and attributes. At the moment it’s set to the very lowest of the low.
- Con

December 3rd, 2009 at 3:39 pm
bacon
 148 

love it! love how u can hold items on ur back and the control system, i don’t like the fact that the flashlight works when all u haze is the hammer

December 3rd, 2009 at 3:48 pm
Jimmy
 149 

It’s really good, but i agree with Jromanoh, the sledgehammer is pretty weak. Otherwise, this game is going to be great

December 3rd, 2009 at 3:51 pm
sik160
 150 

The alpha overall is great but, I have to agree with Ralph on this one. Night time is not dark enough. Although I have to disagree with Ralph’s statement about running. Walking will play better with this game than running.

Ralph-(http://www.conartistgames.com/index.php/the-last-stand-union-city-early-alpha/#comment-5029)

December 3rd, 2009 at 4:25 pm
Rob
 151 

Hi

I thought of some thing which would help address the flashlight issue.

why not have the flashlight attached to the jacket of the character or on the shirt or what not? it frees up the hands for two handed melee attacks (sorta like leon in RE4 which is good as attachable lights are common)

maybe have the ‘jacket light’ on when ever its dark automaticly and any guns with flash lights on do what they do, have extended lighting with the cursor, just an idea

Yeah I’m currently playing with the flashlight setup and placement. Have tried the shoulder light setup and it doesn’t work very well / looks odd.
- Con

December 3rd, 2009 at 4:59 pm
Jesse
 152 

Yes the keys are all in very comfortable places no reaching far to press buttons. The aiming and movement work very well together. I will be interested what the full game will be like, and best of luck to you.

December 3rd, 2009 at 5:11 pm
Andrew
 153 

An idea for the flashlight. I don’t mind the way it’s set up right now, it’s actually pretty good, but I suggest a miner’s hat, or whatever the politically correct hat is. The yellow one with the flashlight built into it.

December 3rd, 2009 at 5:36 pm
Andrew
 154 

And other than that, the feedback. I can’t really find any problems in this! The key setup is excellent for a Last Stand veteran, I think. Is there going to be a tutorial of sorts like Vault 101 had at the beginning?

December 3rd, 2009 at 5:39 pm
 155 

I’m taking it that you will not start with the flash light, so your probably going to have to find it or buy it. Why not have a hard hat? (Whatever the f*ck miners wear) That would pretty easily fix the melee weapon flashlight problem, although some people are going to b*tch about how there character looks. You could also make it unavailable to melee weapons, encouraging players to pull out their guns and have a quick look around before bashing the CPU’s head in.

-Sincerely
Shift+Alt+K

December 3rd, 2009 at 6:31 pm
Marcus
 156 

I’m going to put the comments hopefully back on track.

The controls are an easy pick up and play fantastic job

The aiming is great for me anyway, I like how you don’t have 100% accuracy unlike in some COD games

The movement is fine

all in all this is shaping up to be another legend of an online game…no suprise

December 3rd, 2009 at 6:46 pm
 157 

I’ve loved all of the games that you have done. its usually really hard to find good games but since i found this site, every game here has been great. however, i like to multitask and was wondering if, when you completed this new game, you could add a button to turn off the sound. Also, i have found nothing wrong with your control setup so great job.

December 3rd, 2009 at 7:07 pm
Exeara
 158 

Hellooo… I just played the game and I am wondering will the legs of the character be adjusted, because it almost looks like hes only raising his/her foot a few inches off of the ground. I also want to know will you add a run/sprint option?

Thanks,
Exeara

December 3rd, 2009 at 8:18 pm
kiko
 159 

Will you flashlight effect the zombies???

if your flashlight is off, are you invisible to the zombies????

Not invisible, they’ll still be able to sense you if you get too close, but depending on the light level, they’ll be as blind as you are.
- Con

December 3rd, 2009 at 8:56 pm
Kamas
 160 

Well, i was walking left with both a and q.

December 3rd, 2009 at 10:44 pm
EricFong
 161 

The control is great, i prefect hold the s key to crouch, and i hope muzzle flash in night is stronger.

December 3rd, 2009 at 11:47 pm
DannyDaNinja
 162 

Hey conartist nice early design… I will cry to myself knowing that my flash games won’t even be as good as this Early design. Okay here’s my suggestion, i’m sure you’ve already thought of this but it would be a shame if you forgot to put it in.

Make it you can shoot at the dead zombie bodys and Blood comes out… none of your games have included this!! And i ( for some reason ) really enjoy wasting all my bullets on one dead zombie… it’s more dramactic.

And if you wanted to take my suggestion to the max then you could make it bits come out of the zombie… maybe you could shoot his hand out of rip pieces of it’s chest with your shotgun or something… Also i like it how you want all this feedback and you say it won’t be possible without that… PLEASE SAY THAT IN THE CREDITS!!

Like:
—————————————————-
Thanks to Everyone who gave me feedback!! Without you this game would be possible but it would suck.
—————————————————-

And you really need a sprint system!

December 4th, 2009 at 1:59 am
DannyDaNinja
 163 

Oh yes, i’m so sorry you probably hate double posts but you must know this, I’m a left hander and i’ve got used to the WASD from hundreds of flash games but….
R - up
D - left
F - down
G - right

are my most comfortable… how about you can customize your own controls in the game… then everybody’s happy! =D

December 4th, 2009 at 2:11 am
PieDudeXD
 164 

Wow. Looks Awesome! How long have you been working on this so far? It looks like it’s come a long way. Weapons and character models look good, flashlight is a cool effect, and the gun works well. Only real problem is the somewhat weak sledgehammer, but that’s probably intentional. Other kinks I can’t notice I’m sure you’ll work out.

It’s about 2 weeks work for the stuff you can see. I’ve been programming and planning about a month or so though, so there’s a bunch of systems that’ve been written but not implemented yet.
- Con

December 4th, 2009 at 5:19 am
Ari
 165 

The control system seems natural and well placed. One bug I noticed, when holding down left click to fire, if you move the pointer outside of the box the character will continue firing.

December 4th, 2009 at 12:36 pm
Buddah
 166 

Very nice love the setup makes it very easy to play. Can’t wait to see the flashlight feature. The setup is perfect since I like to play with the arrow keys. I like the aim setup as well, can’t wait for the finished project.

December 4th, 2009 at 12:42 pm
 167 

The feel of the game is great. I like the movement and the aiming system is great.

Also, about the flash light, have you tried having it on his waist?

December 4th, 2009 at 12:46 pm
Xyxzz
 168 

I know its just alpha but still its very strange to imagine a single paper box can stop a bullet…

They’re full of kevlar.
- Con

December 4th, 2009 at 1:01 pm
Joey55
 169 

For the flashlight if the shoulder idea didn’t work and the stupid idea of some random person in a miners hat why didn’t anyone just think of the headband lights? Almost everyone has one of them and I don’t think it would be to hard to make the animation for a band on your head with light coming out of it. Or just don’t have the light available for two handed weapons for added challenge. For the guns you could just use the L4D idea of strapping a light on.

December 4th, 2009 at 1:29 pm
Ethan PH
 170 

Hey, I read your comment on the lefty controls. I, personally, as a lefty, think that the keyboard/mouse setup of a standard computer is more fitting to my kind, as I prefer my dominant hand in control of the keyboard controls. However, I’d like the reload key set to Caps Lock because it requires a slow, conscious decision to take a finger of the left hand off a movement key and hit R. This takes precious time. However, if Caps Lock was used instead of R, I can simply devote the pinky finger to it instead, and reloading would be much quicker.

Thanks,
Ethan

December 4th, 2009 at 3:12 pm
Stairs Ect.
 171 

All in all I thought it was good, but in how the game feels I thought that the movement speed was fairly fast, especially as I assume it will be affected by some skill that is currently at its lowest. You seem to already be taking measures towards fixing the two biggest problems I had with the game; the flashlight, and the ‘feel’ of the Meleé weapon.
You seem to be decided on the keys, which is a shame as I would have liked q to change weapons rather than the number keys, at least if you are only going to have 2 or 3 equipped at a time.

As for proposed future features I was wondering how the foraging system would work, such as finding food and weapons. Would they simply litter the place or would there be a search function? Will finding ammunition be an issue or will it be unlimited?
Just wondering about some of this stuff. Also, when outside will you choose which houses you are going to search/clear out? Such as the between days in earlier games.

All in all the game seems good and I know you are fixing most of the issues people have, even if you aren’t replying to most of their stupid rants (Such as this one).

Searching will be done via rolling over certain areas of the background, they’ll be obvious enough, cupboards, drawers etc. You hit E to activate it and you’ll then get a list of everything that’s in there.
- Con

December 4th, 2009 at 3:26 pm
Ethan PH
 172 

Oh yeah! Another thing. Forgot. My bad. How about C and V to switch weapons? That way doing so is less of a distraction, as one can simply use the thumb instead of another, busier finger.

December 4th, 2009 at 3:33 pm
James
 173 

I understand you have a knowledge of guns so with that i was wondering will certain guns have an “overheat” of a sort, for example if you are shooting 300 rounds out of an m4 would it be able to burn your hands, because I’ve shot one and it starts to burn like hell after a while. Now getting back on topic, I like the setup of the game the controls are rather natural except for the space button switch, but it is something I could easily get used to, i like the aiming system it has the kind of cross-hairs I’m used to, random on that how tight will the cross-hairs get to become? Sorry I know it’s a lot but it’s what I thought of I like this even though very early, oh and also will the zombies lose any part of their flesh after it being constantly shot? I like the feel of the game and it feels like this will shape up to be yet another incredible Con game.
Thanks,
James

Problem with doing things like overheating and jamming in this sort of game is finding where the fun in that is. The player has enough to think about in terms of ammunition consumption, getting killed by zombies, moving around to have to worry about the additional threat of your weapon not working because you used it too much.
- Con

December 4th, 2009 at 5:29 pm
Carson
 174 

Keep up the good work!
The only thing that I feel uncomfortable with is that I think people may try spamming jump. Similar to Halo, I think people may try to continuously jump back to prevent being hit. How Call of Duty solved this was a jump “cool down” where after trying to jump more than twice you go an inch off the floor until three seconds later in which you “catch your breath”. A possible route for you to consider is depending on the weapon or amount of equipment you are carrying, the slower or faster you are while walking. Once again, astounding work!

There’ll be a stamina penalty associated with jumping. Even then, it won’t stop zombies from hitting / grabbing at you.
- Con

December 4th, 2009 at 6:55 pm
cooljet
 175 

this is not about the controls, but a question ive been wondering a long time. the plot of LS3 makes no sense. why would the game take place in union city if, in LS2, union city was the only safe place. and, if you did not make it there in 40 days, the city got nuked.so, the player should either be safe or dead, not still fighting for his life against the zombies…

It’s a prequel. Please read the FAQ’s and other posts before asking stuff like this, it’s been explained about a million times. Also, it’s not the Last Stand 3.
- Con

December 4th, 2009 at 7:26 pm
Ivan2294
 176 

You should make it so that when you lay the weapon against a surface it becomes more accurate.

For example when you kneel you get an accuracy boost, but if you kneel against the boxes you lay the weapon on them, which should increase the accuracy.

Nup. There’s levels of complexity in a Flash game that should be there, this’d be a waste of development time that I’d then have to explain in some way to the player…then only a handful of people would get it.
- Con

December 4th, 2009 at 8:34 pm
DannyDaNinja
 177 

Oh man it’s so fun at night… Will the flashlight run out of power? that would be creepy, in a good way. Maybe when it’s low it starts flickering… i tried that in your alpha but repeatedly pressing F again and again.

I think the feel is great. perfect speed and everything. In the next alpha even if it’s unnessary you should make it that zombies can attack you and you lose HP…. by the way how many Beta’s do plan to let us see?

December 4th, 2009 at 8:36 pm
Jripper5
 178 

the game looks incredible cone but i do have some quick questions… don’t worry no bug talk…
1) since there are 60 days in the storyline how long will a day last …
2) is it possible to save a characters progress without having to autosave ( im not sure if you have already elaborated on this sorry)
3) when i am finished with the game and i want to start again… can i use my previous character so that i don’t have to gain all those stats again but still be able to play through the story

If you can answer any of these questions con it would be most obliged … and thank you so much the ALPHA looks great

1) Not sure yet. Won’t be real time.
2) Maybe. Probably not, don’t want people saving mid fight.
3) Probably not, it’ll ruin the balance of everything.
- Con

December 4th, 2009 at 8:42 pm
DannyDaNinja
 179 

CONARTISTZZZZZZZZZZZZZZZZZZ!!!!!!!!!!!
(I did that to get you to notice this)

Wait, i’m sorry about double posting i will never do it again. BUT…

I am very very investigative. You said to Collin on another post that it is set 2 Months before TLSG (The Last Stand Guy) So i figured out that the last stand 1 guy had to survive 20 Days in the forest, correct? Then i figured out the helicopter crashed and the guy got the message about Getting to Union City within 40 Days. Well according to my rough estimation:

You will have to wait 82 Days until boat can come…

Must get to the boat (probably on the other side of the city, lot’s of zombies because of all the surviors shooting all their guns 24/7 so it’s hard to get to) By at least 142 Days otherwise the boat leaves and your stranded…

That’s about 4 Months and a halve of gameplay!! Ahhh i am a smart one… or am I?

2 months before the end of the Last Stand 2. Not the start.
- Con

December 4th, 2009 at 9:02 pm
chris
 180 

im a lefty and i prefer the arrow keys for movement and “r” for reloading and “spacebar” for switching weapons and the game feel great keep up the work

December 4th, 2009 at 9:05 pm
Wafflemao
 181 

Argh! Okay, i can’t resist anymore. You said there would be two gameplay options, one was run and gun, and the other which i can’t remember what you called it. Anyways, i was just wondering if it was going to be kind of Sandboxy? Iw ould really enjoy that, ’cause I kinda hate linear games >.>

Anyways, yeah I dunno if anyone else has asked or mentioned this so… Sorry if they have, and sorry that I asked :P
Oh, and keep up the awesomeness of your work, Con.

Argh! Yes.
- Con

December 4th, 2009 at 9:36 pm
Some Guy
 182 

If you have 2 guns then run out of bullets will you be able to drop them and use your fist? or are you required to always have a melee weapon?

You’ll pick up a melee weapon right at the beginning of the game.
- Con

December 4th, 2009 at 9:56 pm
Alec
 183 

i’m not sure if some one has already mentioned this or not, but using the space bar to switch just feels… unnatural, when trying to switch weapons, i (im right handed, by the way) instinctively reach for the “E” key, though you seem to have that mapped to a climb function currently. perhaps “Q” could be used as an alternative, seeing as it does the same thing as the “a” key does”

December 4th, 2009 at 10:03 pm
DannyDaNinja
 184 

Oh right a presequel… i’m such a noob.

December 4th, 2009 at 11:14 pm
Kuronosan
 185 

I’d have to say the game feels great so far, although the controls should feel a little smoother. I like the reticle and flashlight and I think it’ll add some more depth to the game.

Aiming-wise, I think it works well but I hope there are more outdoor defense-type similar to the first two games at some points… it feels a lot like a platformer with more depth… but the excitement of the first two came from the defensive aspect of it.

It feels too linear at the moment, but it is an alpha.

I love the interface so far. :)

December 4th, 2009 at 11:52 pm
Travis
 186 

Controls are feeling good.

December 5th, 2009 at 12:03 am
Tyler
 187 

The feel of the game is fine.

Though, without depth, the game will be easier. Perhaps defending points in the game can have depth, while the rest is like the alpha? Maybe having only a few instances in which the game has depth would decrease your workload.

Trust me, the game won’t be easier. You will not be only dealing with zombies that come straight at you with their heads all lined up at gun level.
- Con

December 5th, 2009 at 1:41 am
Christopher Smith
 188 

I found a glitch that I’m not sure has been mentioned or not but I just wanted to inform you guys in case it hasn’t been realized. If it has then kindly ignore or delete this comment.

When you go up to the pile of boxes in the second room and press “E” key, you will appear above the boxes.

December 5th, 2009 at 2:30 am
Kiler
 189 

Beautiful Alpha!! So when i hold a sledgehammer and go through the next door , it switches to the rifle the main weapon , i know this is alpha but will the weapon we carry be carried over to the next room?

December 5th, 2009 at 4:44 am
Rhys
 190 

Fantastic looking game with some pretty decent controls just got wondering about a couple of things that have to my attention:
1. Are the hairlines going to be that visible? ,It just stands out heavily against what is a pretty bland environment (so maybe a bit of a different colour or dulled a bit would fit in) not that it matters much.
2. Is there going to be a darker mode?, It just seems that the flashlight isn’t quite that useful at the moment
Thanks for your time -Rhys

1. Yes. And yeah, that’s pretty minor. The environment is a totally empty room, do you think that any room will look remotely like that?
2. Yes. A lot of people have mentioned that the lighting in the alpha’s “night” mode is too light.
- Con

December 5th, 2009 at 5:16 am
John
 191 

Union city looks totally sick dudes, loved the first one, loved the second one, I have a feeling I’ll love this one.

December 5th, 2009 at 8:51 am
Godunderscor
 192 

I like the controls, I myself am a fan of the toggle crouch.

The rooms look great and your artwork overall is as good as ever. Even in the Alpha the game is good. I’ve played betas that aren’t this good, so props.

I am reserving my judgement on the melee weapon until you finish it.

I would like to see guns have collisions with the environment. That would solve standing with your gun inside a box shooting the visible face problem.
It might also be cool to have a few cramped levels/rooms where you can’t maneuver as well with some of the heavier(bigger) guns.

I am looking forward to playing this game already, full steam ahead Con!

December 5th, 2009 at 9:12 am
waldaus
 193 

It s already fun to play. I would love to use a secondary attack with the sledgehammer. A kind of side-swing or a fast attack.
I like the gun sound and that one can shoot holes into objects. A smacking sound when you hit e.g. boxes and other stuff would be even better.
And a last one: I think the crosshair is a little to wide for precise shooting (its ok to be less precise during movement). The fact, that one had to shoot “tactically” (aiming for the head to kill fast enough) in TLS 1 + 2 made these games so special.
Keep up the good work!

December 5th, 2009 at 10:45 am
privategunner
 194 

con i have a question, will you still be able to add addons, like add a grenade launcher to the M4 so that you can press a butten and it fires and if your close enough, youll be affected 2? any1 good job on the ALPHA i really enjoyed it

Interesting fact, most 40mm grenades that come from “grenade launchers” have an internal velocity switch which doesn’t activate until the grenade has travelled at least 12 metres.
- Con

December 5th, 2009 at 11:14 am
nick
 195 

controls are good but how will you find ammo, or will it be universal or unlimited or different caliber for different guns?

Ammunition will probably be broken down to weapon classes. Not sure I want to divide ammunition types at this stage to the level of calibers.
- Con

December 5th, 2009 at 11:46 am
Liam
 196 

I have a few questions
1) is the whole game going to be like that i mean do u have to keep exploring or are there times you have to stay in a fort like the other 2 last stands ?
2) will there be survivors that help you on your quest or whatever ?
3) Are there going to be more interesting features once the game is finished ?

Please Answer BIG FAN!!!!!

No the game will be two rooms and will be boring. Of course there’s more to it.
- Con

December 5th, 2009 at 12:08 pm
Francis
 197 

everything so far works for me, its beautiful. Something just seems missing though……. I don’t know…… but anyeay its looking really good so far. thumbs up

December 5th, 2009 at 1:08 pm
Valente
 198 

I like the controls there not laggy or to jerky and we should either get to make a charecter or have a selection of pre made charecters to choose from. I like the fact that were not behind a wall anymore. You should the originial charecter come back in the game. I hope that you will include a decent storyline when the game comes out. Other than that I love the graphics and everything else i cant wait for this game to come out.

December 5th, 2009 at 1:22 pm
 199 

When is the game coming out? I read your notes, and it said Q1 2010. When does this mean?

Quarter 1 of 2010. So between January and March 30 of 2010.
- Con

December 5th, 2009 at 2:11 pm
Kevin
 200 

wow thats pretty much perfect if you can improve on anything awsome and mabey for left handers arrow keys to move not what thell use to shoot tho

December 5th, 2009 at 2:16 pm
 201 

Sorry. Another comment. But I was reading a comment you said to DannyDaNinja, and you said “2 months before the end of Last Stand 2. Not the start.” With that being said and somewhere else someone said that you said somewhere sometime that there would be sixty days of game play, and you commented so I assume that’s correct. By the time day 60 comes by the guy from the first two last stands will be there right? Will you get to meet him? That might have actually spoiled the end, maybe? If it did just delete this comment.

No spoiler, I’ve already said he’ll be in the game in some capacity.
- Con

December 5th, 2009 at 2:26 pm
honeysenpai
 202 

hey con thanks alot, glad to actually help u in developing ur game :)
i do like ur new set up of being able to move around. movement is simple, clean and efficient. crouching and moving is also very good
heres some things that caught my eye
1. jumping- the movement looks kinda weird, but acceptable. wat i wish is for the jumping to be slower. like ive played many games where ppl shoot and jump at the same time to avoid bullets, meele weapons, and in ur case zombies. i wish that this game wont be like those in that its down to earth killing zombies. i mean in real life ppl arent goign to be jumping around while shooting a shotgun or weilding a chainsaw. so one way to fix is to either make it so that jumping is slower and zombies will actually damage u more if u jump. another way to fix this is to make it so u jump only if ur oging to be climbing over things.
2. sprinting. i think this will be a great addition to ur game in that if u hav enough stamina, u can “run” though a zombie crowd
3. cross hair: i do like the way that crouching increases accuracy while standing doesnt. wat was kinda weird was of the infinite expansion of the cross hair. i mean i understand weapons tend to become more inaccurate after firing over time but i just think there should be limit. like this could be a problem if u have a machine gun and u run thorugh a crowd wit bullets spraying the ceiling instead the zombies in front of u
4. the key Q. i was playing ur beta and accidentally pressed Q and found myself moving backwards, dont know if u put this in intentionally, but just thought u should know. also when holding Q, and pressing S to crouch, character seems to slide on the ground
5. flashlight: nice edition, love it. one question is that why is there a slight halo of light around the character when flashlight is turned on? that was the only part that i found akward with flashlight

overall i think u did a GREAT job :) keep up the hard work :) wish to hear ur answers/ comments to my remarks, best of luck

December 5th, 2009 at 2:28 pm
Colin
 203 

Sorry to bother you if the comment has already been made, but it seemed to be that there was a little too much leeway on the aiming. Bullets seem to hit the zombie no matter where you aim, with little effect based on the location the zombie has been shot in. I guess what I’m saying is that if the character has little accuracy at this point, it should be a bigger penalty.

The damage system needs tweaking. The penalty will come from not getting headshots, as most other shots will be far less effective. Getting less effective shots = inneffective use of limited ammuntion = penalty. Also bear in mind that you’re using one of the most effective weapons in the game.
- Con

December 5th, 2009 at 2:49 pm
mr. awsome
 204 

i have a question bout the clothing types. does your speed depend on what clothes your wearing? what i mean is,if all your wearing is a t-shirt and sweatpants,will you go fasterthan you would in a winter cought and baggy jeans? (this was only an example, i dont know if those clothing items will be in the game) please wright back=)

December 5th, 2009 at 3:21 pm
geo
 205 

I don’t like the hammer. I could walk into a group of zombies, swing it 8 times and come to find out that one of the zombies was too close to me to be hit by it. Not what I’m looking for in a melee weapon.

Also, I dont like how wretchedly close the zombies usually were when I walked through the door. That would be like opening my front door to find a zombie staring in the peephole — then going outside anyway. Maybe if I had a dependable melee weapon I could enter the room with…

Those are just my 2 suggestions — minor things, really — otherwise, keep up the great work! I played the Last two Stands and appreciate your awesome efforts!

I’ve stated this before, zombie spawns are completely random at the moment and aren’t taking doorways, obstacles or player position into consideration. Of course they’ll be fixed. Zombie proximity to the player hasn’t been finalised yet either same with the melee action. Remember how I asked for feedback on controls, and not on anything else…yeah.
- Con

December 5th, 2009 at 3:26 pm
Deadhawk12
 206 

I liked the game alpha everything looked very good and the light was OK I think I agree with the light beam thing, BUT moving on to what you asked for….
I liked the controls space will make for easy toggle between weapons, but I didnt like the fact that when you crouch you stay crouched, it will make it much harder when youre stuck with a bunch of zombies YOU CAN escape but it will take a while to press “w” or else youre doomed :P

thanks for the alpha, and it was a pleasure to work with my fav game artist :D

December 5th, 2009 at 3:49 pm
Taurey
 207 

The controls are really working well. You might want to be able to use the arrow keys for left handed players.

December 5th, 2009 at 4:06 pm
Jim
 208 

I had some questions concerning the flashlight first of all whenever i use the flashlight on the gun and switch my weapon the light is still on and it stays in place which is weird while im using the sledge hammer and sorry if you already had a question concerning this and I read a comment about having a flashlight somewhere else besides your gun and you could probably put in on the head for example those flashlights built in those head strap thingies or helmets

Alphas great i can really picture the game in my head :)

I know there’s a lot of comments people, but do I have to sit here and read the same questions 100 times over?
- Con

December 5th, 2009 at 5:49 pm
matt
 209 

Its fun and i like it but its a bold move moving away from the normal formula now its just an online shooter don’t get me wrong its fun bit the original last stand formula is just a little better

I’m over the defending the barricade thing, aren’t you?
- Con

December 5th, 2009 at 6:33 pm
Some Guy
 210 

Will the flash light run on battery? and if so will it automatically recharge or will you have to collect batteries?

December 5th, 2009 at 7:57 pm
Amos
 211 

It’s looking good, and the control scheme seems to work really well. I have to echo earlier complaints about the ‘weight’ of the sledgehammer, though. I understand that you want the animation to be universal for blunt weapons, but honestly, melee weapons feeling that weak coupled with two-dimensional movement would really cut the overall feel of the game for me. The risk with the 2D is it feeling too arcade-y for an action-RPG, and if the animations don’t seem real then it pushes that further.

Read the comments below.
- Con

December 5th, 2009 at 8:36 pm
Reid
 212 

I played the Alpha and the controls work fantastic to me, but it becomes difficult to kill a zombie when they are up against you, range or melee. The way you made this so far has me thinking about a warfare where you are a soldier or officer in the crossfire. Let me know if that sounds interesting as the next game you make. I could help on ideas, but not much anything else.

December 5th, 2009 at 8:54 pm
A fan of yours
 213 

Jeez you get a lot of comments…
Anyway, I didn’t really see anything that could be improved except the sledgehammer. You said he’s at the lowest skill possible with the weapons, but he still swings that thing like a pro. It’s very fast and there’s almost cool down time. And may I mention that he walks as fast and jumps as high when holding either weapon, but a sledge hammer can weight up to 20 pounds and a m16 around 9? I realize he’s carrying both but I’d think his arms wouldn’t support it as well as his back would because the weight is more distributed on his body.

Also, while I’m not left-handed my brother is, and he prefers to use the arrow keys in place of wsda. I’ve watched him use my computer. He once even threw a fit because the sequel of his favourite game used wdsa and he couldn’t change it.

Another thing, the crouching seemed really unreal to me. I think you should include an option for you to either use it the way it is now or just hold the button down instead.

Lastly, jumping. I don’t really know how to elaborate, but the jumping just seems… Clunky. Forced. I think you should change it. I’ll probably be able to explain more when I play longer.

You have some strange ways of describing things. Not sure how jumping can feel forced. Anyway…the melee animation, it’s a serve all animation. Needs to work with about 50 different melee objects, regardless of weight. I’m not going to sit there and hand animate individual animations for every single melee object. That said, it’s most likely going to change. Thanks for your feedback on the controls though.
- Con

December 5th, 2009 at 9:30 pm
shift4101
 214 

The problem with accuracy in a 2d shooter is that if you aim far away from yourself, yet the target is say half way between you and your crosshair, by the time the bullet hits the target (zombie in this case) he has a 200% more chance to hit where he is aiming. Too bad theres no solution to this problem.

The crosshair is an estimation of the accuracy at the end of the screen. Each shot is fairly straight at it’s origin. But yeah, 2D shooters do have this problem, the only real way to fix it is to add a “miss” type scenario where shots that should have registered ignore the target based on a dice roll based on the player’s skill and the weapon’s base accuracy.

Problem with that is that it can end up feeling cheap. “Argh I hit him!” kind of thing.
- Con

December 5th, 2009 at 9:32 pm
Ethan PH
 215 

Hmmmm…How about being able to go prone? It’d cause a decision of accuracy vs. agility for the player.

Nope. Too many problems with my aiming code. Also, not sure I’d want to lay down when there’s zombies around.
- Con

December 5th, 2009 at 9:54 pm
DannyDaNinja
 216 

I know this is totally off topic, but it’s been a while since your last update and i’ve had no way to contact you. So here’s something. You said that their will be survior NPC’s. So if you need more idea’s for surviors why not update something asking for skills that people have or something? That way you’ll have 100’s of personalitys for characters. Me as a character… i would be great in Survial, Fitness, Speech, Blades and Long Guns but i would fail in Blunt Weapons, and pretty much everything else but searching.

I might just do that Danny.
- Con

December 5th, 2009 at 9:57 pm
Rhys
 217 

I have another question which unfortunately delves a bit into the weapon balancing and such; with the current setup I can’t see as much as would be required to properly be able to use long range weapons as sniper rifles and ballistics, is this an issue in your opinion and if so, can it be fixed by allowing weapons to “zoom out the room”?

Long range weapons will probably end up having the benefit of higher damage output as opposed to “zooming out the room”.
- Con

December 5th, 2009 at 10:23 pm
Monkeycomandoe
 218 

The controls are very smooth the aming system is very good but what is the point of crouching lol… Don’t spawn zombies right next to the door when you enter em that might make a few player’s angry in the actual game but all in all actually rather fun even for a beta game Cant wait for the actual game!

Crouching increases accuracy, watch your crosshairs change.
- Con

December 5th, 2009 at 11:11 pm
Monkeycomandoe
 219 

Oh sorry.. and 1 more thing… I think it would be creepier if in pitch black you couldn’t see anything and your flashlight had a small beam of light coming from it instead of the way you have it now and you can only see what your shining the light at might add a bitm more intesity

December 5th, 2009 at 11:13 pm
Nuklear Xmas
 220 

i’d say you’ve got it right. combat and movement feel very smooth and natural. look forward to the game.

December 6th, 2009 at 12:00 am
John_234
 221 

Noticed a bit of a minor glitch. If I went from the right room to the left and clicked reset, the screen would go all the way to the left, taking the character out of the frame.

Anyway, on the topic of what you wanted to hear….

I understand that the character is limited to sideways movement due to the workload it’d take otherwise. However, I really have to say, I can see this making the game really linear. It’s just constricting when your guy can only move horizontally.

Your slick animations make this less apparent, but mess with the demo for several minutes, and it does get painfully constrictive.

I find setting up/W to jump and down/S to crouch does feel awkward for someone used to WASD movement, especially FPS players. WASD, with ctrl crouch, Q switch weapons and space jump, just seems more comfortable and more widely used.

Do you think using the numpad for left hand setup would be feasible? I think it’d work better than arrow key, as it has a number of keys nearby like the WASD setup. I know most laptops do not come with them, but I think it’d work well when available.

On a random note, I think you could get around the melee flashlight issue by making the character activate a belt or otherwise gear-mounted flashlight when they switch to melee.

Constrictiveness and linearness. Hold your judgement. You’re playing a demo that’s 2 weeks of development into a several month long project. I wouldn’t have chosen this format if I didn’t think it’d work. Rooms will come in all shapes and sizes and there’ll potentially be hundreds of them.
- Con

December 6th, 2009 at 12:08 am
Ivan2294
 222 

Will this be like deadrising in that some survivors are selfish/deranged and will try to kill you?

oh wait not an faq sorry but had to ask

December 6th, 2009 at 12:49 am
Juraj
 223 

Is there going to be the old 200 ammo Rpg/hunting rifle, like in TLS2?

Heh, no. All that stuff is being coded from the ground up.
- Con

December 6th, 2009 at 5:56 am
Millionaire
 224 

id just thought id really mention this, i know you want feedback on nothing but the controls and stuff…. but
You sated in one of the above comments, that zombies wont be directly in front of you, in front of your headline,

in that case i have an idea you could maybe implement into the game..
, zombies breaking through floorboards under you when your in buildings, and maybe coming out of sewers drains wehn your on the road
, and if you like stand over a hole for too long, a zombie grabs you, and you have to try fight him off or your mates can try and help….

December 6th, 2009 at 6:22 am
pqsouperhero
 225 

It’s pretty good for an alpha. Good graphics. But not enough exploration aka ONLY 2 ROOMS!

December 6th, 2009 at 6:58 am
Raphael
 226 

works very smoothly! however crouching seems kinda pointless.

December 6th, 2009 at 9:03 am
Lee
 227 

Wow amazing i think the game is more interactive, and your not just in a confined space like its a free roam now. cant wait for more betas/alphas, the movement was ok would be good to move up and down but if zombies would look ridiculos then theres no point in doing it.

December 6th, 2009 at 9:26 am
Andrew
 228 

The controls work well for me as i’m right handed and as others have said you might want to add arrows in for leftys.
The aiming system looks good like in the rest.
Also the movement system is alright but you’ll have to find a solution to the problem most platform shooters have with the flying feet (when the characters foot is over the edge but the character hasnt fallen yet) that’s why you’ll have 2 be careful with jumping and boxs. apart from that great job and i look forward to the completed game.

December 6th, 2009 at 10:17 am
Carlos
 229 

so far so good reminds me of dead frontier, and you might want to think about adding a run function with the shift key

December 6th, 2009 at 11:01 am
pdizzle72197
 230 

WOW it is great for a first copy. it is great. how much money do u get when i click an ad? just wondering and if i press it like 50 times will u make even more money?

December 6th, 2009 at 11:51 am
Creature244
 231 

I LIKE IT SOOOO MUCH :D

December 6th, 2009 at 1:53 pm
Blaze
 232 

There is a Sound Delay for the M4 and when the flashlight is on and you switch to the hammer the flashlight from the M4 stays in the same place as it was b4 moving.

Those are the only 2 I saw, doesn’t mean there aren’t any more bugs.

GL w/ this massive game, can’t w8 to play it.

Sound delay for the M4? What FPS are you getting?
- Con

December 6th, 2009 at 2:35 pm
palau
 233 

i held click down until the cross-fire was gone, and bullets wore going all over the place, that was just sick. But at least the zombies die faster more realistic, to make it even more make the accuracy better pls !!!

December 6th, 2009 at 3:48 pm
Jason Brilliant
 234 

Hey Con awesome demo, i think the hammer is a little weak. Also when you fire and keep fireing the crosshair becomes incredibly huge. Cant wait till the game is out! Hope you consider my concerns.
Try to e-mail me but i understand if you cant

December 6th, 2009 at 5:40 pm
indyguy99
 235 

i love the controls feel smove and solid the jump seemed akward though. surprisingly i did not miss the up and down movements from the last games. moving through rooms was nice and just felt right.

overall what youve done so far is relly good and i know all this is subject to change so i dont see any reason to bitch about the obvious mistakes that are going to be fixed.

December 6th, 2009 at 6:32 pm
DisturbedChild
 236 

Its fine
I like it alot
But like will he be bale to go outside and have like more of a back round/layout thanjust small rooms?

December 6th, 2009 at 6:34 pm
Blaze
 237 

I tried it again and got no sound delay, but the flashlight effect w/ the M4 to melee swap is still there.

December 6th, 2009 at 6:46 pm
Evey One's a Critic
 238 

Yeah…It needs work. First, the aiming system. It is indeed extremely clunky and unrealistic. Second, this guy supposedly has 10% skill level but can jumped really high and moves really fast for carrying a sledgehammer and a M4. Third, firing. No actual kickback. Depressing.
Good overall game though with a lot of potential.


No shit. It’s two weeks into a 4-6 month development. “Kickback” or recoil as it’s actually known has been added. How about commenting on what’s there and not on what’s missing.
- Con

December 6th, 2009 at 7:12 pm
Wild Style
 239 

very great early set up. WASD controls i like, Thank You for putting flashlight as F i know some games have a control and the key placement doesn’t make sence and im sure everyone knows about that, I like how space is switch weapon instead of Q and E, and im glad you didnt make some strange set up for aiming besides the mouse. So over all it seems great so far and I look forward to playing it.

December 6th, 2009 at 7:37 pm
Jake LaRaus
 240 

Jason, I’m assuming that the crosshairs get bigger because accuracy goes down as you continue to fire without pause. correct, con? the crosshairs themselves are slightly vague and hard to keep track of though.

December 6th, 2009 at 8:27 pm
-'Frozen'-
 241 

Hey i know the flashlight with hammer bug is already mentioned…why not put the flashligh in the head attached to a cap or sumthing….the head moves with the cursor anyway

No, I’ve got a solution.
- Con

December 6th, 2009 at 8:37 pm
StrigoiTemplar
 242 

One of the things I always loved about the first 2 Last Stand games was their simply pick-up-and-play gameplay, and I got the same thing here. Nice, simplistic movement, point and click firing and satisfying gunplay. I’m a LITTLE concerned about the single-path movement, in terms of avoiding zombies when I don’t want to fight, but I understand the reasons for the choice and I’m not gonna knock it. Overall, it looks good and I look forward to seeign the next test!

(Oh, will there be other survivors you can recruit like in the previous 2 games?)

December 7th, 2009 at 12:39 am
Elric
 243 

It feels and looks good to me. I actually find myself liking the side scrolling a lot more then I could have imagined. By the way I’m amazed at your patience with all of these repeated questions and ignored instructions, seems like it would almost be easier just to do it yourself.

December 7th, 2009 at 1:03 am
Matt
 244 

Great production. I like how this is coming into place and all but for the picky gamers when wielding melee where is the flashlight coming from

Your butt.
- Con

December 7th, 2009 at 2:59 am
Teh_Pwnerer
 245 

will their be a specific sound to each melee weapon such as the steel or metal to flesh with bat or sledgehammer or fists to flesh sound

Yep.
- Con

December 7th, 2009 at 3:03 am
Pat
 246 

noone said this so far so i thought it might be important. when you reset the level or sometimes when you re-enter a room the camera is off center and you are leftt with a “blank” screen. all u see is the room and the zombs no character. apart from that all is great.

at what point did u decide to go away from the former gamplay/world representation into a 2d scroller? i have to say i preferred the old world with depth etc. but interesting to see how this works out in the nd.

Think that Reset button will be in the final game?

I decided to change this at the point when I realised that the artwork involved in a game of this scale done in a fake isometric fashion would take me 5 years to do. Also, this 2D setup allows for different gameplay features such as the 360 degree aiming.
- Con

December 7th, 2009 at 3:55 am
Jak
 247 

I was thinking that the jump key should be space and the weapon switch would be z and c

December 7th, 2009 at 5:16 am
JPSVB
 248 

Hi Con.

This is a little offtopic, but as I read your recent answers, I came up with a suggestion: how about a maximum range for the flashlight?

Since you said that there will be lots of different rooms “in all shapes and sizes”, and considering that the streets would also be larger, it would be very interesting to limit the vision and the crosshair range in the dark, making night raids harder.

Such feature combined with a “darker” night will surely make your game creepier!

Best regards and good work!

December 7th, 2009 at 5:34 am
Joakim
 249 

The game feels great.
You will probably have a auto reload, but i thought you could use the mouse to right click for reloading? Can be great to reload before you enter a new room, if you get my drift.

Try right clicking any Flash game and let me know what happens.
- Con

December 7th, 2009 at 7:56 am
Juraj
 250 

Will bulletholes be reduced? I shoted many of em to the wall and my FPS dropped to 15.

December 7th, 2009 at 8:59 am
Matt
 251 

Con, I saw the note about left handers, and being a southpaw myself I have a suggestion. For me, playing on a PC works fine. But on a laptop, I use my left hand for aiming. You should replace ‘wasd’ with ‘okl;’, use the mouse for keypad for aiming, and ‘ for firing. This would make things alot easier. Thanks!

December 7th, 2009 at 9:36 am
Haragar
 252 

This alpha is amazing. Sure there are a few technical bugs here and there, but I can easily see myself wasting weeks on end just playing this game when it comes out. I like the idea to climb up stuff, and the controls feel very smooth and fluid. I know it is just an alpha, but maybe you should have instead of a instant crouch, you person goes through the motions. Like dropping to one knee and lifting the gun up to the eye, and if you are running then he will stop, and you know just to make it look a little more realistic. But then again we are killing zombies in a fictional city as a made up person on the internet. I guess realism wouldn’t really matter after all. I love the flashlight. I like the sledge hammer, but if you are going to make it two hits then have the first one stun them for a just a second maybe, but hey you are the architect of this world. I bow to your infinitley greater knowledge. Keep up the good work Con, and I can’t wait for this game to be released! =)

December 7th, 2009 at 3:24 pm
LostSoul
 253 

Con- Just throwing this out there (I am ambi) so I hate the use of arrow keys (stay away from them) and from what I seen everything runs ok for the level you are on now however keep in mind some of us do not use mice only touch pads and often times the laptop’s keys stick forcing the unit to stay going the same direction, so maybe find a way to cancel this if you can. It is a problem in the other last stands as well…Just some food for though…So as both lefty and righty the wasd and qer keys are my fav to use. Btw most you are one the first to ever take in cosideration of the leftist of the world.

I dare say that this problem may be limited to your laptop, sticky keys aren’t a common issue across the board and I’m sure as hell not programming anything to counter that. Left handedness on the other hand (budum ching) is common place, have to take it into account. Got a lot of complaints from the first few games but not as many as I got from Europeans on AZERTY keyboards.

Also, you crazy kids and your trackpads. Buy a 15 dollar mouse, it’s garaunteed to be a hundred times better than any trackpad.
- Con

December 7th, 2009 at 3:29 pm
Nate
 254 

The gameplay is really good. everything is smooth. the only thing i have a problem with is the tightness of your cross hairs. the gun is extremely innacurate. Can you make them tighter.

You can! By playing through the game and levelling your character.
- Con

December 7th, 2009 at 3:41 pm
Nick
 255 

The alpha works out great, and personally I think the controls work fine for a PC user. The only problem I think the game will have is the depth problem. I read the earlier posts on that, and was wondering if you were going to have the game use more platform like maps. Thanks for the alpha!

December 7th, 2009 at 4:31 pm
shadowwolf1917
 256 

Really good so far. Can’t wait until the final release. Also, the melee system could use a charge up attack.

December 7th, 2009 at 5:31 pm
Derek
 257 

Hi i was wondering about the sleep thing is it like finding a saferoom and sleeping and or searching

Not sure yet. I’m thinking you’ll be able to sleep anywhere, but there’ll be an element of risk depending on the room setup (how many entrances, any barricades etc).
- Con

December 7th, 2009 at 5:31 pm
 258 

Lol I got stuck in the door. I was holding the trigger and accidentally walked into the door and it loaded me in the next room and I could not walk. I hit reset and the game camera goes where you spawn at but the character was still stuck in the door.

December 7th, 2009 at 5:58 pm
 259 

Hey. You’ve prolly already thought about this, but are you going to add a special sniping thing? like scope? i dont know how it would work but your the con so if you could get it to work it would be cool.

December 7th, 2009 at 7:07 pm
guy
 260 

I was just wondering is the shotgun gonna be hella cheap like in other games where it takes up the whole room. If so i recommend making it weaker so that one shot from real close its an insta kill but from far away it wont and for melee weapons could you plz add a scythe and brass knuckles thnx

December 7th, 2009 at 7:07 pm
me
 261 

Okay so is it gonna be set in real based tim and by that i mean when in the inventory will zombies still kick your ass or will it pause thanks

December 7th, 2009 at 7:39 pm
Pat
 262 

haha ;P yea…oh wat the reset button is not gonna be part of the game??:D dang!

oh yea now i catch ur drift about the change of game styles. you did like that idea of customizing ur character a lot didnt ya. gd stuff. well cant wait to play the finished thing. sure its gonna be awesome.

thanks a lot for all your previous games. very entertaining.

December 7th, 2009 at 7:55 pm
Z
 263 

The bullet spread gets a little extreme after you hold it in for a while. Very Pretty game. Lots of weapons and a long campaign.

December 7th, 2009 at 8:14 pm
Draigon7
 264 

Will there be weapon conditions? like the more you use a weapon the more beat up and broken it gets over time?

No, because weapon degredation is the most annoying game feature of all time. But, you will find weapons in certain levels of good and bad condition. They will stay that way. Most weapons you find will be fine to use though.
- Con

December 7th, 2009 at 9:54 pm
Renato
 265 

wasd controls for a lefty is best I believe

December 7th, 2009 at 10:42 pm
Tony
 266 

Really good job. The controls handled well. Real bang up job so far. I know its no where near ready but the sledge hammer felt…weird to me. I didn’t like using it. It wasn’t the controls or anything it just didn’t feel right getting THAT close to a zombie.

December 7th, 2009 at 10:45 pm
Tony
 267 

PS the Flashlight is the COOLEST THING EVER

December 7th, 2009 at 10:48 pm
Joakim
 268 

I found a site where you can solve the right clicking in a flash game

http://www.uza.lt/blog/2007/08/solved-right-click-in-as3/

Hope this helps

Yeah, the javascript solution has been around for a long time. Problem is it needs to be inserted into the page that is holding the Flash file, which on every other site besides Armor Games is not an option. Hopefully Adobe wise up eventually and give us back our right click!
- Con

December 8th, 2009 at 5:37 am
Firewolf34
 269 

A quick note:

The crosshair in the game needs to stop expanding after a while. After you shoot for a while the crosshair expands so large that the bullets actually fly to the left and right of the gun. You probably will fix this in the final version and probably know about it, but just in case, heres a tip.

Also, the movement feels very fluid to me. I really like the speed at which the character moves. Maneuverability is always a very important aspect of many games, and I’m looking forward to being able to upgrade the character to increase certain attributes.

Other than the above, you seem to have taken everything else into account and the game looks great. Thanks for lookin through all these comments, it must have taken forever!

Weapons have ammunition and reload times, guess what gets reduced when those things runout and are playing?
- Con

December 8th, 2009 at 6:08 am
 270 

wow! Game is very nice and great but if you use a melee weapons can you make tjat the zombies smash to the ground or the head go like boom but not big boom

December 8th, 2009 at 11:55 am
Tyler
 271 

Ya this is realy good but one thing that i realy didnt like was how a zombie can start right next to the door facing you. Ya you might want to consider that before making the real/full game.

I was also wondering if in the early alpha you can let us try out diffrent guns but just making a botten to pick it up but if you have two wepons it will replace your curant one

Nope.
- Con

December 8th, 2009 at 1:08 pm
Creature244
 272 

ok 1 thing…… i love the fact u can tebag the zombies now :D

werd brah
- Conz0rs

December 8th, 2009 at 2:38 pm
bubbleboy231
 273 

have you thought about addig a dot in the crosshair, because that would really help me. Anyway im not sure if its normal for a right hander to use my left hand on the wsad and qer for switch back forth and reload but it works great. will you be able to push crates, zombies, and any thing else.
will the zombies bunch up so you cant attack them all like where two or more zombies come together and look likeone zombie. also will you be able to kick punch and shove zombies and shove them with a gun too like l4d. but on another subject can you turn empty guns into melee and have you thought of having more than just the swinging down melee attack. cause i thought maybe you could put in side swings - baseball kinda swings you diagonal up. and diagonal down-axe type and from swinging up to down and down to up back again. please respond-Bubbleboy231 P.S. Have you thought about maing these into really awesome games

December 8th, 2009 at 3:08 pm
Nick
 274 

The controls feel alright to me. I didn’t notice any accuracy change between standing up and crouching. I liked the idea of a zombie sense, and them not noticing you right when you walk in. I noticed that all the zombies become aware of you when you fire your first shot, so maybe you should consider adding silenced weapons that reduce muzzle flash and sound, alering less zombies. Keep in mind silencers reduce damage and recoil.
Hope this helps!

December 8th, 2009 at 3:22 pm
Kevin
 275 

In regards to the comment about weapon condition, you should make that in the realistic version. You can have the player say ‘repair m4 for a half hour’ or something like that, like in LS2.

December 8th, 2009 at 4:51 pm
 276 

I mentioned this earlier about control schemes. I think you should put a customizing option in the game so everyone can be happy. You know like where you press a button and that button performs a certain action. Just a thought on how to accomodate every lefty and picky person.

December 8th, 2009 at 5:01 pm
Himeg
 277 

Greetings, Con!

Thanks for “early alpha”. The idea of the union city game is really great.

The movement system is ok. Lack of firing skill and the consequences are especially ok =) Unfortunately there is no chance to ultimately claim something as a playable (well, besides controls) without appropriate difficulty.

ps sorry for probably bad english, not a native speaker.

December 8th, 2009 at 5:48 pm
asian skater
 278 

hey man stoked for this game,i dont think ill be needin to leave any suggestions cause i know your gunna make this game dope as hell.
sighned: a big fan of last stand

December 8th, 2009 at 6:06 pm
 279 

For a beginning, I think this has great potential. I’ll try and touch on all of your goals for the alpha.

1.Character skills- I didn’t notice any big difference between the two characters I played (white or black guy). I suggest, if you intend to sort of “unbalance” the characters to be more disproportionate to equality, to exaggerate these differences more between the characters. I dunno. This could just be me.

2. Character movement- In general, I found the character control to be very simple- and simple is good! I think making the character’s movements more fluid would help a lot. On another note, I particularly enjoyed how you set crouch to a “toggle” instead of a me having to jam my finger against the key. The only thing I felt was out of whack was the jumping. The height of the jump felt disproportionate. I think some height should be added.

3. Shirt/skin color! A nice, simple touch. I’d keep the character’s wardrobe (and character) consistent throughout the game, unless you want to add various types of armor, etc.

4. Weapon switching- flawless, great work!

5. Flashlight- was extremely well done, very fluid and life-like, extremely useful, not to mention pretty cool. There’s just a little bug where a hand held weapon (such as the sledgehammer) left a patch of light wherever you ignited your flashlight.

6. Zombies- I feel that the female zombies could use a bit of a touch-up. While it’s apparent that they are females, it’s not exactly too obvious. I don’t know if this was on purpose, but I’d make them a little more feminine (but really, how feminine can female zombies get? lol)

7. Zombie A.I.- A very good! I like how they have to see you/be attacked first before they start attacking/chasing you. It’s very simple though process, which is perfect for zombies.

8. Zombie alertness- While ALL zombies attack upon seeing me, ALL attack upon hearing weapon fire (by they way, I recommended some sort of noise if the sledgehammer makes in an impact, kind of weird silence), if found NOT ALL attacked upon seeing me. If they were in a big bunch, and I walked by, there would always be at least one that did not see me.

9. Weapon collisions/damage systems- I thought you said not to comment on the balancing of weapons… My vocabulary was never too well to begin with…

10. Character stance vs accuracy- this is one of the things that makes a game great! It’s the little things that the author/creator does well. I noticed that early on, and I was quite pleased to note that this means the author is putting a lot of work into this piece, which makes me seem to enjoy the game even more. Kudos on that, my brother.

11. Weapon skill- a great idea! I would have it level up over time, with each kill you get a bit of exp.

12. Crosshairs- I found these to be a wee bit too big. I would definitely half or 3/4 it. It just seemed to big.

13. Lucky thirteen! One more thing I forgot to add- I would have the melee weapons (such as the sledgehammer) continuously swing. I found it too clicky (there goes my great vocab again) for 1 click=1 swing.

Closing comments: Phew! That was way longer than I expected. I definitely enjoyed playing this version. Even though it was simple, I can see that it is the foundation for a great game. I’ve played the Lost Stand and Warfare 1914/44, and Sin Mark/Juggerdome several times, and each time is nearly just as fun as the first!

Since I’m sure you’re tired of reading stinky reviews/working on the game, I give you this joke as a parting gift:

Knock, knock.

Who’s there?

Interrupting cow.

Interrupt-

MOOOOO!

December 8th, 2009 at 6:17 pm
Ripfengor
 280 

Is there any plans or ideas related to using a gun as a melee weapon? Or would that more likely than not fit into the category of adding bayonets and such? Would that just over complicate the whole, one gun one melee situation?

December 8th, 2009 at 6:19 pm
Elevator Doors
 281 

Everything was fine. Top notch in any case. So far as i can tell the sledgehammer and guns are unfinished. Need to try out different weapons to test out sound and animations to give a good review.

December 8th, 2009 at 8:10 pm
John
 282 

Little suggestion for me :D. Can you put windows? Then zombies can suddenly pop out and attack the survivor.

December 9th, 2009 at 4:36 am
Jedd
 283 

the games great even though it’s just alpha the only problem is the fps is keeps going up and down randomly

December 9th, 2009 at 6:02 am
Eka99 Emil
 284 

the crosschair a bit to large…

December 9th, 2009 at 8:09 am
a guy with an idea
 285 

how about you add some parts of the game where you go in a barricade and shoot? Like the first two? Then you would make people who really liked that and don’t like mario-style shooting games happy

December 9th, 2009 at 8:10 am
Rhien
 286 

Wow, This game does stray from the usual ‘Defend-the-base’ genre but fun nonetheless.
The flashlight is a great feature and how the zombies react at how the light is shun and your actions making you think on your toes as well as making everystep count.
The movement system is constant among most games but it still impressive as it plays through a ‘Fluid’ motion and works very well in your game in the making.
9/10 despite the fact that this is just in the process of testing

Suggestion:
-Left handed controls:
I - Stand / Jump
J,L - Left / Right
K - Crouch

H - Flashlight
Space - Switch Weapons
Mouse - Aim

-Having the aiming cursors change depending on your weapon’s ‘Sight’ varying from basic Iron sight to scopes, But of course some weapons won’t have so said ’sights’, such weapons could be melee weapons and differant explosives like grenades. This is up to you since this might create severe to near non lagg also it would collides with the ‘Cursor=Accuracy’ idea but heck an idea is an idea

Questions:
Will there be some sort of ‘Base’ for your charecter to use as a home sweet home?

~Last Stand Series Fan

December 9th, 2009 at 10:43 am
Anthony
 287 

I like it all except for the straight sidescroller thing, i understand the difficulting in making it more dynamic, non-theless i still dislike it :S everything else was fantastic tho, are you going to add Unique weapons that arnt so mainstream? like the Scar or the Xm8, or G3?

December 9th, 2009 at 11:19 am
Anthony
 288 

AHA! i FINALLY figured out what was bugging me about the hammer….no sound, it need to be like WHOOSH, BAM * Skull cracking/brains smashing sound*
And im serious, those were just onomotapias. I think thats whats kinda buggin some people about the hammer

December 9th, 2009 at 11:27 am
Fe rikkusu
 289 

Hi i was just thinking about the weapon change controls (i have not tested the beta or alpha or w/e cuz im this lil noob who can’t find where to play it) but i think it would be nice if you could switch weps with mouse scroll and for those who dont have a mouse…. go get one.. geez… that’s all xD

December 9th, 2009 at 2:33 pm
Jehudy
 290 

If there was anything about the feel of the game that was awkward, it would be…:

1. the jumping action. i’m not exactly sure how to put it but, it seemed really out of place. maybe it’s because it looked very rigid since you’re still aiming your gun as you jump. maybe it’d look a bit more fluid if there was some kind of landing animation/effect. an alternative to jumping would be having an “action” key used to climb objects with, rather than being able to freely jump around. [[ not the best idea to do ;/ ]]

2. the crouch toggle [[already addressed]]

3. the accuracy of the gun as you jumped and landed. as soon as you landed your accuracy recovered. i’d assume that as you land that would be where you’d be worst at aiming. i suggest that the moment you land the player shouldn’t be able to shoot, or you force the aiming reticle askew so the player would manually have to re-adjust it to simulate the force of the land.

December 9th, 2009 at 4:28 pm
Jehudy
 291 

oh and sorry for the double post but the sound of the m4 was …delayed? by a split second? its delayed enought to be noticable. playing at 30 fps.

more on the jumping. bunny hopping looks stupid as all hell.

December 9th, 2009 at 4:33 pm
Nick
 292 

Really like the style and gameplay but two questions (if already asked sorry) one is there any possiblity for a multiplayer mode? and two are you going to let it be and open world style game or no? But great job so far really like it!

They have been asked. Read my FAQ and read the original release notes.
- Con

December 9th, 2009 at 6:28 pm
Joshua
 293 

Will you be able roam the city during night or your character are forced to sleep during the night or do your character have to find a safe place too sleep on?

December 9th, 2009 at 7:17 pm
John_234
 294 

Well, that’s not what I’m saying in my previous post. It isn’t how the rooms are set up, etc. It’s just the fact that you took out depth, and from your previous replies, it seems this is your intention for the final product.

I understand that it’s the most feasible way to get the game drawn, but I also have to say in all honesty, that unless you turn the game into a platformer (which I think corny for this kind of game), it has the possibility of making the gameplay linear.

That said, even simple concepts can be mostly masked with very slick aesthetics and a good interface. LS1 and 2 were exactly that concept.

December 9th, 2009 at 9:24 pm
 295 

i really like the jump and crouch thing it was awsome. but i also really liked how you could move up and down like in the first two. so maybe if you could jump crouch and move up and down at the same time.

Also it was anoying that you spawnded right into the zombies in the next room. Maybe if when you came into a new room they werent always right up in your face.

December 9th, 2009 at 10:30 pm
 296 

i think one stream would be better for the flashlight. Not two beams.

December 9th, 2009 at 10:33 pm
Andrew Sayers
 297 

great start sir.. Your skill truly show in just the alpha… my only question I wondering probably stupid but have you thought about being able to shoot open walls shoot down a chandelier to kill more zombies?

thank you again for your amazing skills
blessings Andrew

Who has a chandelier these days?
- Con

December 9th, 2009 at 10:52 pm
Brice
 298 

Just in the alpha stage this project seems to be shaping up really well. There are only a few things that concern though. From the outright, I was concerned about the sudden loss of mobility on a vertical plane, something I enjoyed in the two previous incarnations (even when I didn’t use it, I enjoyed just having the option), and as such I like the unnecessary but still optional use of jumping and kneeling. While accuracy and movement seem good ideas for stats, jumping seems out of place and doesn’t seem to make much of any differance in the alpha (this after all being a shooter, not a platformer). Kneeling seems to need some refinement of use. What if kneeling or standing still improved accuracy slightly? And the movement while kneeling is awkward and immersion-breaking forwards or backwards (What if he crawled while kneeling and moving? You could even use air ducts, sewers, or crawl under a car or low hanging garage door…). My only other real complaint was the appearance of the Survivalist. I know its an alpha and you’re just showing us the basics of the character editor, but seeing the different versions of the Survivalist felt less like avatar character optimization and more like palette-swapping from an 80’s side-scrolling beat ‘em up. All the characters are identical with slightly off Asian, African, Caucasian, Celtic, and Nordic skin tones wearing different colored jeans, t-shirt, and belt buckle with the same frat boy buzzcut and 5 o’clock shadow (why do the undead horde have more personality then the living?). All the availible options are well made and might look like one I’d create (minus the hair), but it isn’t the customization advertized.

The flashlight is a nice touch, but I don’t feel the idea is being implemented properly. It seems strange that the light on the cursor doesn’t illuminate things in the plane of view, and the darkness is such that you can see the zombies even at night with the lights off. Perhaps if the darkness was stepped up, especially from a distance, and the availible flashlight draw distance was limited to a small conal area in front of you rather then where ever you point it on screen (i.e.: then include ambient enviromental lighting such as flickering yellow streetlights, swirling red emergency emergency exit lights, and blaring white/black/gray television static). Consider different equipable flashlights or light sources (vision strength vs. encumbrance penalty) or zombies that can register your flashlight light and attack you. The mere limitation of sight will keep up player tension, even if he has a strides through with a heavy weapons loadout.

Finally (forgive me if I’m being verbose and overly nitpicky for a flash game), I don’t like the feel of the melee weapon. It kinda breaks the immersion factor if the Survivalist whips out a sledgehammer, or a machete, or a crowbar and autotomically hammers away at an enemy with the consistency of strength and precision of motion of an assembly line robot. The power of the hit comes from the strength of stance and excess of power put into the effort of swing a heavy sap or cutting tool. The power, length of swing, and recovery of balance could even factor into the strategy of picking a loadout similar to the one for choosing firearms in the games prior (i.e.: sledgehammer does more damage then the crowbar, but requires more followthrough and recovery time to use).

Regardless of all this, I’m confident about the final quality of the product. Its good to see a talented gaming company building on rather then depending on a successful formula when so many are content to milk what was once good till the milk has long since soured. I hope this was helpful and I look forward to seeing this series progress.

Survivor appearance is one shirt, one set of pants, one hair style and one facial hair style. You think I’ll leave it at that when I’ve promised customisation? Heck no. It’ll be far more in depth and close to the zombie’s level of aesthetic difference (and even they are in early stages).

Flashlight has changed, in a big way. It’s much closer to what you’re talking about.

Melee “feel”. Yeah it has one animation and no sound. That’s going to change.

Company? No. It’s one guy, me.

- Con

December 10th, 2009 at 2:43 am
Brice
 299 

I take back what I said about vertical plane movement in this game. When I went back and thought how long it would take to animate such a project and keep a schedule I realized that would be too much considering the already high level of ambition in regards to this project. The 2D horizontal movement is already a good step forward in evolving the formula of the game. Why not include a limited recharging sprint ability? Make a Constitution, Endurance or Fitness stat skill that factors into your Sprint time limit, maximum health, and weight encumbrance (item weight vs. movement speed).

Sorry about the verbosity in my last comment.

December 10th, 2009 at 3:07 am
lahaha
 300 

hey, i’m a brazilian guy and… man the conartist’s games are the best of armorgames.com, the web page how i pass hours plaing games… my english is not so good and i can write something wrong here but… i don’t care what the game will have our not i trust in how created the last stand and i just wanna see the greatfull work how it gonna be on the end… is just it ;D

December 10th, 2009 at 8:30 am
StPatrick923
 301 

It looks promising so far. A few points, though:

-> You mentioned finding survivors. When you find them, will they have different weapons depending on who they are (a SWAT might carry a UMP, for example), or will they all carry the piddly little revolver they had in LS 1 & 2? (I’m assuming you’d still be able to give survivors weapons).

-> Will weapon-carrying zombies (the ones with melee weapons who can kill your survivors) return?

-> Do survivors have unlimited ammo for their weapons?

-> Speaking of weapons, a few suggestions:
- A SPAS-12
- An AA-12
- A crossbow
- Change the sawn-off shotgun so it fires both of its shells at once.
- A double-barreled farmer’s shotgun.

December 10th, 2009 at 10:03 am
RAge
 302 

At first look.

It looks great for being so early on.

1 suggestion.

Add a “secondary melee”
As in, hitting with butt of rifle, handle of sledge(or a “shove” with the end”.

But besides that.
It feels great.

RAge

December 10th, 2009 at 10:32 am
trolls
 303 

Hey Con.

I, a right-handed, laptop w/ touchpad, qwerty, firefox, vista home 32-bit-user, find no problems with the controls. I don’t think the spacebar is inconveniently placed for the right thumb to be able to tap it, with your button config. Looks like fun BTW :D

December 10th, 2009 at 5:43 pm
 304 

I think you should have dextructable landscapes like it would be cool if the crates in the 2nd room could break so the zombies could get at you

December 11th, 2009 at 1:39 pm
-Sebastian
 305 

The aiming is good but the movement is not quite good as the 1st and the 2nd last stand because in the alpha is just forward and backward and jump and crouch. i suggest

jump=spacebar
crouch=ctrl or shift
change weapon=numberkeys
movement=wasd. up.down.side to side like the old laststand controls
action button= E or shift

December 12th, 2009 at 2:24 am
-Sebastian
 306 

o yeah one more thing! just wanna say thanks :)

December 12th, 2009 at 2:27 am
 307 

suggestions:

movement=the movment of the old laststands the go anywhere WASD not the A and D the move forward and backward

jump= spacebar

crouch=shift of ctrl

change waepon= the number keys

action button to open stuff like crates and cabinets= E or shift

and the aiming is good and the flashlight is good to just change the movement make it like in the old laststand … thanks :)

-Sebastian :D ;)

December 12th, 2009 at 3:00 am
val
 308 

dude awesome game your making no problems here the keys are all good and everything seems to work fine on my end

December 12th, 2009 at 3:14 am
killerpope
 309 

I liked it but a few things when you have the sledgehammer attacks too fast. Im no flash artist ( dont know what else to call it ) but it would put some more realism. But other then that THIS IS WHAT IVE BEEN WAITING FOR!

December 12th, 2009 at 7:13 am
bailey
 310 

first good work
the melee weapon could use some work eg faster but its early days still
you could give some zombies special attacks
like pounce eg i would have to click adadad over until i get it off of me
so yeah good work keep it up con.

December 12th, 2009 at 9:07 am
Ryann
 311 

Such a great alpha and honestly excited about this game only one comment ;

will their be silencers available for guns like pistols and assault rifles?

December 12th, 2009 at 12:13 pm
Tarkan
 312 

Kay, I think you’ve found about this already but while shooting (Holding left click) and moving cursor over the game’s broder then moving it back to the game screen it shoots automaticly so you don’t have to hold shooting button anymore. I admit that was pretty usless..

Well that felt good, except the thing that I’d like to see how the xombies “Shake” :D when they get shot.. Ye I did read the note…

It was fun to beat the crap out of zombies with that maul, still it’s missing something :) like when you hit those zombies you should feel something :D I didn’t feel anything I only saw guy swinging maul back and forth :)

I know it’s nowhere close to be done, so you’ll make em better i guess :) so you don’t have to call me retard or anything plz :D

Rating 10/10 … Jk I know you don’t like when people rate everything xD

December 12th, 2009 at 3:24 pm
Nora
 313 

Would it be possible to have a silencer so one would be able to sneak around, and what are you going to do for the flashlight on melee items? Is he going to carry a flashlight in his other hand or is he not going to have a flashlight at all for certain weapons?

p.s. Great work so far love your ideas!

December 13th, 2009 at 6:34 am
 314 

Very good. I have to say I don’t love the movement I think he should be able to run.

December 13th, 2009 at 6:42 am
KingB
 315 

maybe you could make the sledgehammer slower but kills in one hit

Maybe you could comment on stuff I asked for! :D Maybe you could give me a hat made of bananas!
- Con

December 13th, 2009 at 11:53 am
Koh
 316 

The current state, its going great. But the aim system is pretty bad. It might be better off not having one at all. I also might suggest, add ons and different ammunition for weapons. Such as,
buck shot and a slug for a shot gun. Silencers, bayonet, scopes, hollow points and etc for the pistols, rifles, and machine guns. And so on.

Yep yep ep yep yep yep yep yep.
- Con

December 13th, 2009 at 1:23 pm
n3xus
 317 

i like the graphics and the effect its clearly the last stand system but i don’t like the movement
why you he move, stand still and shooting zombie behind your barricade is fun why do you change the story?for make it original?i mean i don’t like the movement and why he should move in rooms

December 14th, 2009 at 12:30 pm
nalim
 318 

I would get rid of the crouch feature in favor of more 3-D gameplay.
Other than that, it looks good.
Looking forward to it.

Aarrrrrrrrrrraggghahahahasdhfsdflksdfjkals.
- Con

December 14th, 2009 at 1:52 pm
 319 

i think it would be annoying if ever time you go into a room it is suddenly full of Zombies. So i think it would be best if it took a while before the Zombies responded. Or slowly one bye one they responded when you weren’t in the room.

but this is still a awesome demo!=)
cant wait for game!

December 14th, 2009 at 4:58 pm
Jack
 320 

It seems like the basics are down. Weapon switching, movement, all that good stuff.
One thing I noticed was the duck button. It was a toggle, which is unusual. What is even more unusual, however, is after you duck with S, it isn’t S that toggles back to standing, it’s W.

My suggestion here is to either make the duck work like a block button in a fighting game, hold to duck, release to stand, or make S the toggle both ways. S to duck, and S to stand again. That’d serve to make things a bit less confusing.
Aiming seems to work for now. It seems like the redical is the same for all weapons, but I assume that’ll change in the final version, larger redical for less accurate weapons, smaller for more accurate, and maybe something different for melee.

Obviously, there were animation bugs, but I won’t mention them beyond saying that they exist, as per your request.

Things are looking great. Keep up and this could be the best of the series. I’m a little concerned about you switching gears from a defense game to an open world survival horror, which is fine, but given the rapid change that really destroyed sift heads 3, and partially hurt Sift heads 5 for me too. It may work for this series, but I just hope you don’t lose sight of what made the first two so good.

December 14th, 2009 at 5:21 pm
12OBIN
 321 

man, i don no if some one tell you already but it will be great if it has as least 3 lane for zombies to walk up and down, you see, i dont like easy kill *just aim for the front’s head and you will never missed another head*

December 15th, 2009 at 9:35 am
Well your COPYING!!!!
 322 

no offense but you are basiccly just copying dead frontier only difference is that game is alot less smoother and a bit 3d and online also i like the alpha it feels smooooooth when i play the controls are buttery flashlight i like is stealth gonna be in and i’d like to say i like the idea saying that will u be able to talk to survivors? and last question is there gonna be a system where u can go underground not depth but something like a sewer grate that you can touch like a door and it will take you down sorry if im being offensive because im thrilled about this game

no offense but you’re ignorant.
- Con

December 15th, 2009 at 12:32 pm
 323 

this is something that i don’t care about a lot but i would perfer that jump and crouch were not w and s so you could still have the 3d movement(like in the first two). so it would be 3d movement and jump and crouch! but i’ll still play it and give it a 10/10 rating if its not 3d.

Yes. Because the controls are what’s stopping me from adding 3D movement, not the hundreds of hours I’d need to put into creating 3D scenery and the multitude of new AI issues that it’d raise. Sigh.
- Con

December 15th, 2009 at 3:32 pm
 324 

lol i was reading a comment and how is this anything like dead frontier?
who ever posted 322 is dumb ass!

December 15th, 2009 at 3:36 pm
nora
 325 

For left handed controls I’ve always preferred Alt for reloading and wasd in place of arrow keys and shift for any special keys. It allows less hand movement when pressing buttons. :)

December 15th, 2009 at 3:39 pm
nevermore
 326 

great!
but the zombie is too weak…
you must make the strong one or a boss zombie

You must buy me christmas pudding.
- Con

December 16th, 2009 at 5:13 am
ITS smoooooooth
 327 

the controls are smooth great question is it going to be online if so you shouldnt make this free you should make it so u can sell for money! and you should make an imrovised weapon system and you can make you OWN not pre made weapons but make your own weapons out of scrap yes no but these weapons can break hows that sound

FAQ.
- Con

December 16th, 2009 at 6:46 am
Van
 328 

This is great cant wait like the look and feel. it is a little box like and slow control wise but this is an alpha test. I’ve bate tested 3 online game, that u have to pay for and this is just as good or better.

GREAT WORK LOVE THE GAME ALREADY

December 16th, 2009 at 11:46 am
Godunderscor
 329 

A quick(maybe) fix to the flashlight problem: Have all characters use Anglehead flashlights attached to their shirts. That way the light would follow the characters but not the guns they use.

December 16th, 2009 at 1:24 pm
 330 

if making this game will be such a big project, then maybe you should get help with it. I’m sure you know someone that can give you a hand with it.

Nope. Want something done right…
- Con

December 16th, 2009 at 9:01 pm
Tobis
 331 

i’m not sure if anyone has posted this, but a good layout for left handers. the numpad is pretty good, you get 8,4,2, and 6 to be the movement, 5 is flashlight, + is reload, 0 is activate, and enter is switch weapon.

Cheers, man. Haven’t had any feedback from numpad users. Will have a look at this setup.
- Con

December 17th, 2009 at 5:09 pm
Tobis
 332 

reading the recent things you commented on, it seems like answering the same questions is driving you towards insanity no offense intended

It sure is. I’ve personally read and moderated 5418 comments since I started this site.

I can understand that people don’t want to read through 200 comments to post what they want, but it seems like half of the people don’t actually read the post before commenting. Especially with the stuff I’ve been putting up lately, it needs people to pay attention and read about what they’re doing before they jump in and post stuff that I’ve specifcally asked them not to.
- Con

December 17th, 2009 at 5:13 pm
Tobis
 333 

You could make it easier on yourself if someone post saying certain words like”make it 3D” in the same sentence it just blocks it from even sending. Not sure how hard that would be to do or how relevant but it might make comments easier

December 17th, 2009 at 5:30 pm
 334 

…do it yourself.

Will there be a run option, like the shift button?

December 17th, 2009 at 5:44 pm
qwiky
 335 

I love the series so far and am lookinbgg VERY forward to this addition, so for the gameplay part of it. it was good the only thing i worry about is how radical the bullet spray is, like for an assult rifle it sprays really wide near the end of the room but other than that FLAWLESS

December 17th, 2009 at 7:05 pm
Polcherr
 336 

Con, i loved the controls and movements! But why is the sights soo big and im not really understanding the point of the flash light like maybe if you shoot a light that room is really dark and the only way to see is the flashflight but you can see everything in a supposely dark room in the alpha…

December 17th, 2009 at 7:40 pm
Carl
 337 

feels grate to me cant freken whate!

December 17th, 2009 at 8:38 pm
Carl
 338 

Oh did I say you are brilliant? well you are

December 17th, 2009 at 8:42 pm
Sam
 339 

Wonderful. Thanks in the name of fans everywhere.

Walking and jumping animations are slightly out of sync with the movement.

An animation for falling and landing would be nice.

December 17th, 2009 at 8:49 pm
win
 340 

some ideas:

weapon switch animation

variation of melee attacks

weapon change speed, depending on the weapons weight, etc

sprinting

tackling
–attacking zombies on the ground after tackled (like with knife to the throat or something)

allow dismemberment? cos i think its unrealistic that zombies even die from being shot in the leg. zombies dont need blood (at least not to my knowledge), so they cant bleed out or anything and their limbs serve no purpose to keep them alive…

so make it so you can dismember them but they wont die until youve destroyed their head (brain)?

ppl were talking about flash lights, im thinking flashlight could be disabled on certain weapons (like the hammer) since its two handed

flashlight will alert zombies? seems unrealistic that you shine the flash light at the zombies yet they still roam around (until they turn your direction and actually see you)

with that addition, make it so you aim better when you have a flash light on in the dark and worse aim in the dark without (but with the pro of not alerting the zombies until you shoot)

some bugs (probably mentioned but o well):

when you jump on the box, ur feet freezes

you moon walk backwards facing forward

when you press and hold fire, your crosshair never stops widening, eventually making you shoot backwards even tho ur gun is pointed the other way

there also seems to be a distinct pattern with the bullet holes in the wall, it tends to form circles with the bullet holes getting smaller and smaller by radius

when you get a certain amount of bullet holes in the wall, u cant get anymore in

some ppl say the hammer underpowered, i disagree, theyre zombies it should take well over like 5 slams to the head before their brain is completely smashed is when they die… two hits to kill them? better than the gun tbh

first beta release, not much to expand on since theres no solid pic of the final outcome, so thats what i have to say for now

Hey! Read the notes there guy.
- Con

December 17th, 2009 at 9:54 pm
win
 341 

lool my bad i totally missed that part where u specifcally told us not to talk about basic animation bugs, zombie ai and stuff, sorry, im probably like the 300th one to mention it

disregard my posts if you want ;p

idk, i just feel i might forget to come back when the next beta comes out so i just spilled out all my ideas incase i dont

sorry again

Yeah, pays to read before you post, huh. Feel free to write them in a text document on your desktop next time. :)
- Con

December 17th, 2009 at 10:11 pm
Grunmar
 342 

Hey Con, I’m a left hander and I feel right using the arrow keys for movement and the current settings for the rest of the controls are just fine, also I am really glad to see you making another The Last Stand Game.

December 18th, 2009 at 3:41 am
Mr.T
 343 

can’t wait

December 18th, 2009 at 7:44 am
Sam
 344 

Great work so far. Even for a beta version the art is pretty good. Good controls so it feels good. You said there will be zombie sensing, but will the zombies be able to recognize the flashlight being on and attack the player?

Overall the feel of controls are terrific. What role will the other survivors play? Will you still be able to give them guns and them help you killing other zombies or will they just search and rebuild stuff.

December 18th, 2009 at 10:11 am
decy
 345 

Great, but 3 problems,
1: sledgehammer motion doesn’t feel fast enough.
2: There will be more than just these simple rooms right??
3: flashlight should look like a beam, not spot light

BLUUUUUUUUUUUUUERGHRHRHGHALSKHDAKD.asm das
- Con

December 18th, 2009 at 6:32 pm
jake
 346 

I am really liking the feel to this game. Its got a great feel and its a big improvident from the last stand 2. Good job keep the work up!

December 18th, 2009 at 9:43 pm
Kris
 347 

Man You Are A Total Beast! Game Looks Amazing So Far

December 18th, 2009 at 11:00 pm
Rafa
 348 

Hi! Great work!

The purpouse of crouching is stealth and dodging I guess, so IMO crouch should be a hold down button. It’s just more simple to play than a toggle button.

For me seems more natural to press “spacebar” for jumping and “Q” for switching weapons, so the character can jump while crouching (maybe could be helpful in some points of the game) but it’s a personal matter.

Anyway, if you are so worried about key setup, you should enable key configuration in the final release.

Gameplay seems funny!

December 19th, 2009 at 5:07 am
Dingus
 349 

The game looks great, i like the feeling of control with mobility, and i really appreciated the new shooting style, (the reticle getting bigger how long you hold the trigger) I would really like to see new weapons implemented in this game, and was wondering if companions or followers would be allowed as in the second and first. Over all, it felt great to play liked the lighting and animation. Also, i wanna here the backstory to this game because it looks like it can be a great one. Thanks for pumping out these awesome games.

December 19th, 2009 at 9:52 am
Logan
 350 

Knowing this is an alpha, I won’t be too critical on the linear aspects of the combat–knowing that without them being able to attack you, little should be exploited as far as predictability. However, I would suggest that certain things go into the development of the game that would heed one’s ability to utilize the aiming system–that is, to look up to take out enemies leaping from above: possibly zombie-birds or monstrosities of the air. Also, (though clips and ammunition levels weren’t utilized or displayed) the M16 seemed to deplete of ammunition (bullets) quite quickly, which (if the weapon is represented accurately here) would almost always lead to an assured death with the constant reloading taking place. The jumping seemed a bit unrealistic when traveling far distances laterally, as though it slowed down and the motion wasn’t represented accurately; otherwise, the mostly-vertical jumping was fine–quite fluent, even. I noticed some boxes were stacked in vertical columns, which were indestructible–and blocked off paths of movement of both the character and the zombies. My question is, why were they in the Alpha? Wouldn’t it make more sense if you could destroy them, possibly the first box in the column–creating cover for yourself? Or are those boxes going to be sort of indestructible walls in the game? If that’s so, wouldn’t that make it weird not being able to have destructible items to destroy and loot? As for the flash light, I think it should definitely attract the attention of all nearby zombies, making it a danger to use without caution.

December 19th, 2009 at 10:18 pm
Blah
 351 

This game is the shit. No really, its shit.
you messed up the whole last stand series. I hope this becomes a flop.
NO!!! Just kiddin’ Its coming out great I just wanted you to comment. Wow, now you hate me… Oh well.

December 20th, 2009 at 5:07 am
StinkyMcStinke
 352 

I loved it. I’m getting excited for the full version. The aiming was fine and the controls worked well for what the game is.

December 20th, 2009 at 11:06 am
gunny
 353 

holy shit, u read all these comments? well it looks badass. I would be happy with just those two rooms.

December 20th, 2009 at 11:49 am
Matt
 354 

i just played it and it is best can you please consider putting destructible cover in because it would be great to crush boxes with melee weapons our to blow them up. But over all greatest teaser you could do please put a another one on after new year.

December 20th, 2009 at 6:39 pm
chris
 355 

The aiming is ok, I think the crosshairs need to be smaller, unless of course you plan on making crosshairs different for each weapon.
The movement is smooth. However, I wish the character is allowed to move up and down. It would be great if there was a background, middle ground, and fore ground like the first 2 games. I do understand that you would have to eliminate the jump option, unless you designated the E button to be the jump button.

Well, so far so good.

December 20th, 2009 at 7:47 pm
mcdonaldjord
 356 

oops i found some thing turn on light (with gun) then space , the light comes from where you were alst with a gun…..

December 21st, 2009 at 6:04 am
Nick
 357 

So here’s the only thing that I can see getting you in a rut - the rooms might all start looking the same, and the adventure part of the game that you’re aiming for might get dragged down. So if you provide a reason for there being so many rooms, like “you’re stuck in a hotel during the zombie invasion and need to get out to find weapons/food/etc.” then there’s reason for the monotony, and player’s are least likely to get bored when playing (because they see a goal). Other than that, I love the custom characters/skills/weapon system, the flashlight looks great, and I honestly cant wait for this. So all in all, just be careful with the monotony of the “kill zombie-gain exp-level up-kill more” thing. Add variety that gives reason to your premise.

Hope that helps! Good luck, man!

December 21st, 2009 at 9:26 am
Andres
 358 

this game is awesome and the lighting and darkness is brilliant but are you going to be able to play as the game from 1 and 2 he is really cool.

December 22nd, 2009 at 5:56 pm
Reece
 359 

Con,

I love Alpha so far. It looks like it will be a great game!

I have a few things I noticed, not sure if others already posted these, but anyway.

I have IE 8 and, on the last level, when a press “E” sometimes I can get over the boxes at the end of the second room. Other times when I press E, the movement freezes, and my character is frozen from doing everything but shooting.

Also, I know this is all still in production, just a suggestion which I’m sure you already figured out, I think the Hammer REALLY needs a sound when you swing it. Currently, without sound, it kinda makes you think of a “Gap” in the game.

Just suggestions.

Email me if you want me to give an In-depth review, or if you have any questions :)

December 23rd, 2009 at 1:08 pm
Matt
 360 

May i make a suggestion, fininshing moves, or that sometimes some zombies are still alive on the ground and that you can finish them which would add to like a good/evil kind of thing like good would be u still have ur humanity or evil in a way that u lost all feeling and connection to humanity

December 23rd, 2009 at 1:41 pm
Matt
 361 

The game feels amazing. The control is steady and fluid. The guns feel like they should if you have just started, plus the bullet holes appear endlessly which was always a bad peg for me in other games.
Good work so far and I can’t wait to play the finished game.

December 23rd, 2009 at 2:58 pm
Jasper
 362 

The artwork for the zombies could be better, I think that they should be more sloppy in there movements and there skin shade should be slightly green.

December 23rd, 2009 at 5:20 pm
Mike
 363 

The game is just amazing…but will you be able to find any survivors to aid you in your quest?Another good thing would be cut scenes…But the movement and aiming and the other things are amazing

December 24th, 2009 at 11:12 am
bob
 364 

i like the feel of this game it’s awsome

December 24th, 2009 at 4:55 pm
 365 

Great looking game already Con! I had to really go through it to find something to really critique on.

- You’re probably on this already, but the aiming rectangle only expanding when you’re holding the fire button, makes it exploitable, by clicking the fire button frequently. Maybe add smoothing to the rectangle becoming tighter again?

- Melee weapons could be semi-automatic, to avoid RSI inducing rapid mouse-clicking. Than again, that just may break the balancing later on.

- I don’t really see a way to dodge zombies. On higher jump levels there may be ways, but I don’t know how much you want this to be a platformer in the vein of Thing-Thing.

December 25th, 2009 at 6:43 am
Andreas
 366 

Don’t see any reason for further updating xD

December 25th, 2009 at 3:47 pm
Kodeh
 367 

First of all I would like to express my excitement that the next Last Stand is coming at last, I check all the time to see if there’s an news. Anyways, onto feedback.
I’m really loving the feel of combat even in this early stage, and I can’t wait to see how melee weapons will play out once everything finally reaches completion. Something I’m a little bit iffy on is how the stealth system is going to work, personally I love a high-action fast-paced sort of zombie game, however I’m sure stealth is only a part of the game and not all of it, so I should quit bitching about it. So far so good man, can’t wait for the updates.

December 25th, 2009 at 5:29 pm
Anonymus haha
 368 

The game looks great.I really like that the zombies take a reasonable amount of damage before they die.Also i find it good that the zombies dont have an open head or a missing leg.I mean although there Zombies they still need blood dont they?

December 26th, 2009 at 8:35 am
connor
 369 

awesome game so far I would like to see how scavenging and barricades will work or if it will be a “run n’ gun” sort of game still a fan of the games though

December 26th, 2009 at 11:53 am
toby
 370 

it looks good butthe jumping is a bit robotic and the sledge hammer motion needs to be altered and have a more relistic feel.

other than tht gr8 game and i can’t wait 2 play it.

December 27th, 2009 at 1:52 am
sean
 371 

Really good game, i was wondering if there would still be the same defensive barricade situation that is in the first 2? I just think that it is a defining factor of the last stand series. Also im left handed and the WASD is perfect, with r reload and space swap weapon. Great work

December 27th, 2009 at 8:01 pm
Kimin
 372 

the control is great,this is going to be the best game i’ve ever played (beside ls1 & ls2)

December 27th, 2009 at 10:44 pm
killa
 373 

you should make it so thar is limited bullets

December 28th, 2009 at 8:24 am
yeu@nn
 374 

Hi Con, great work. =) To be honest, the movement feels very artificial as in the character stops immediately when you stop moving him. Would it be possible to let the character have a bit of inertia, taking a short while to completely stop, after letting go of the movt keys? Think even Super Mario Bros in the ’80s was already able to do this kind of motion… :)

Another suggestion. What do you think if you just did away with the crosshairs? It doesn’t seem to gel well with the rest of the game design… feels very out of place, IMHO. I suggest that the amount of divergence of the bullet paths are enough for the player to roughly gauge the relative accuracy of a gun - just the natural level of realism you’d expect in a zombocaust. Plus, it’d save you some coding. ;)

Besides these minor quibbles, great work Con! Keep it coming.

PS: A little idea on the side - since you’re able to shoot the ceiling… what if you shot the ceiling enough, could you make part of the ceiling fall down to crush or hinder any incoming zombies? Or at the least, shoot down chandeliers, or set off sprinklers… environmental destruction! :) Just my ten-cents worth!

December 29th, 2009 at 10:39 am
arturo
 375 

about the toggled crouching could it be programmed so that when you press the s button for the second time that would make you stand up again. Pressing the w feels a bit wrong for me. I don’t know of others though so this is really just a small request.
And sorry if this has been mentioned before but seriously nobody can expect anyone to read over 300 posts of the same zombie/bug/flashlight shit.

December 29th, 2009 at 11:35 am
Dave
 376 

Hey Con, great work on the alpha, to me the movement and whole feel to the character is a great change from the last 2 last stands. (try saying that 5 times fast) Although my only question is if this setup, camera and movement is going to be the basis of the whole game. How is the setting, free roaming, gunplay, story, going to create a new atmosphere. I know it’s early and you have a lot of work, as a suggestion, for certain quest or missions that you have to complete, do you think the defense aspect of The Last Stand can still be used? I love what you have done, i’m a private flash animator. If you need anything, (You probably don’t. LOL) Email me, I’d love to help. Great work :)

December 29th, 2009 at 1:53 pm
Dave
 377 

BTW, if anything I said has already been answered, I apologize, LOL I know how you feel to answer the same question over and over and over again. So if I did repeat, once again I apologize. :)

December 29th, 2009 at 1:56 pm
Sam
 378 

Hey! this looks great! I’ll list some pros and cons below:
Pro: 1)Increased accuracy when crouching
2)Simulating the decrease in weapon accuracy when fired for a long time
3)melee weapons rule!
Con:1)I think zombie should be able to respond to the flashlights.
2)zombies die too easily.
3)I think players should be able to sprint to get away from zombies(dictated by fitness and stamina of course) because it would feel boring and un-dynamic without speed.

December 29th, 2009 at 4:18 pm
charlie
 379 

do u think that we can use the flashlight for a melee wepon?

December 30th, 2009 at 10:24 am
Joe
 380 

Great stuff you’re working on here. I’m a fan of your flash games, and I’m sure this upcoming release won’t disappoint.

Anyways, about the alpha:

The movement of the avatar and AI feel relatively smooth considering this is an alpha. The weapons and aiming system have a nice traditional “Last Stand” feel to them. I felt that crouching had a disappointingly small relation to accuracy, but perhaps this was because my weapon had a bottomless magazine and the zombies were all perfectly lined up for execution. Jumping felt a little blocky, but that’s not important in a pre-release demo. All of the controls feel familiar and reliable, so I wouldn’t make too many new changes to traditional shooting configurations. I’m also glad to hear that you’re being considerate of left-handed gamers.

If I were to make one suggestion, it would be to limit the power of the flashlight. To me, the flashlight seems to make night hunting a bit too simplistic, even if zombies in the actual game are a bit harder to spot than in the alpha. You’ve probably already thought of this though.

My only complaint? The implementation of the sledgehammer. Were you trying to make a tribute to Super Smash Bros., or do you really intend for players to play a gory albeit comical game of whack-a-ghoul using a ten pound chunk of steel? Because in honest reality, a sledgehammer is about as lethal as a cast iron skillet (but you can COOK things with a skillet). You could at least have the decency to swap the over-sized mallet for a shovel. That way, the main character’s buddies could use it to bury his mutilated remains after his unsuccessful attempt to kill a zombie via blunt force trauma.

Cheers!

December 31st, 2009 at 12:00 am
Steve
 381 

Looks great.

I like the aiming and movement systems, they feel very natural, especially with the current wasd controls, they should be kept as an option.

One suggestion I have with the aiming system is that as you move the crosshairs closer or further away from you, the accuracy should change, because realistically, as a target get further away from you, you have less of a chance of hitting it. But otherwise I like it a lot.

One thing that I don’t like is the flashlight, it just doesn’t seem realistic to me at all. I don’t like how the light follows the crosshairs. The way you have it set up now would let you shoot a zombie all the way across a dark room which kinda defeats the purpose of the dark. Instead of the light following the crosshairs, I think you should make it so the light spans out a set distance from your gun or character like a normal flashlight. Maybe as you progress through the game you can find more powerful flashlights that span out more or something.

December 31st, 2009 at 8:05 am
Blah
 382 

The game is really great my advice is:

1. A red dot in the middle of the crosshairs or something along those lines.

2. Switching weapons by using the mouse wheel.

The movement was great.

December 31st, 2009 at 8:01 pm
JackJack
 383 

I would find it hilarious if the main character of the Last Stand would be a zombie as a boss!!
HAHAHAHA! I would be like…
o_o

And just watch his scrubby beard and be like
WHOOAAAA
You smell good!!!
RIGHT!?
I mean sour skittles would be much better than Star Bursts for that fact that the time space continum cannot be exploded when the regular nexus point is divided into two??
Or for the fact that it took him 60 Days to get there and he barely made it except for the fact so many ppl died along the way.
Maybe you should think about it before I call the Fashion Police…

Great game by the way..
I’M EXCITED!!
like a squirrel.
A…
Secret Squirrel.
WAIT!!!

GoroGomo.
WHAT!?

December 31st, 2009 at 8:06 pm
Nick
 384 

Looks great!, I loved the first two (any play them regularly.) Im really liking the idea of more melee weapons, i find them fun to use although id like two see two speeds of weapon swinging. A faster one done by just clicking the mouse and a stronger one possibly performed by holding the mouse for a second or two. I think there are some really great improvement from the previous games in here, even little things that add to the whole experience (Ie: The bullet holes that appear in the ceiling,floor, and walls as you shoot it, the flashlight and crouching). I know this is just a basic version yet but i hope when you get further into the games development you add a big variety of level designs, including some classic zombie slaying locations as well as some other, newer, more original locations

December 31st, 2009 at 9:08 pm
bryce
 385 

I bet you get tired of people leaving retarted comments

Retarded, it’s spelled retarded. :)
- Con

January 1st, 2010 at 4:21 am
Phish
 386 

I really liked the Alpha. I like using ADSW for movement (A is left, D is right, etc.) and mouse for aim/ shoot, but believe using R to reload and Q/E for weapon switching is good idea. Also, give character grenades and give zombies (just a suggestion) “realistic” zombie persistence (i.e.: blow off the legs, it will crawl; blow off stomach, it doesn’t care). But otherwise, I believe it will end up becoming a magnificent game.

January 1st, 2010 at 8:59 am
Phish
 387 

Oh, one more thing: the hammer in the Alpha, it doesn’t dent anything/ change the look of the environment (unlike the rifle, which puts holes in the boxes and walls).

January 1st, 2010 at 9:01 am
t-dogg
 388 

one thing that i would add on is being able to smash crates with like the sludge hammer, that would be awsome! and the beta was awsome! the real game is going to be wasome!

AWESOME!
- CON

January 1st, 2010 at 1:15 pm
t-dogg
 389 

wow i used awsome alot

January 1st, 2010 at 1:24 pm
t-dogg
 390 

con, hope you had a good cristmas, happy new year, and a good vacation

January 1st, 2010 at 1:32 pm
Person Who Loves Last Stand
 391 

I think the rag doll physics should be better. But what do I know, anyway? Whatever. So far, this game rocks my socks. i mean it. Rocks. My. Socks.

Not much as as there isn’t any ragdoll, it’s all manual animation. In Flash, on this scale, ragdoll would cripple performance beyond playability. But that’s ok, it’d be great if I could.
- Con

January 1st, 2010 at 5:12 pm
Person Who Loves Last Stand
 392 

I actually think that both modes should be combined in the sense that you fight off zombies like in the other 2 games and then when you are searching for survivors and other things you go into “run ‘n’ gun” mode. Isn’t it a good idea, though?

I’ve got plans to satisfy that itch.
- Con

January 1st, 2010 at 5:19 pm
blairman
 393 

Hey.. can you have a moon walking character? I was fun trying make the guy dance when he had the hammer equipped.

January 1st, 2010 at 11:59 pm
Mr.Jared Harder
 394 

The game looks freaking awesome!!!i hope u add something like a boss fight..more games to come..

January 2nd, 2010 at 2:35 am
Darklord
 395 

Love it like most of your games.
Crosshair should expand as the player keeps pulling the trigger in auto fire and aiming becomes more inaccurate.
Also it could be a suggestion to put a single dot in the middle of the crosshair so one knows what he is supposed to be aiming at.
Also player could jump a bit higher, just for estheatics though.

Keep up the good work.

January 3rd, 2010 at 10:44 am
PIEman
 396 

Looks pretty good so far.

I love the flashlight, and the little aesthetics that are already in the game (the bullet holes in the ceiling, and as usual, the ones in the zombies).

Looks promising, and I hope to play it soon!

January 3rd, 2010 at 2:15 pm
guy!
 397 

FYI i read all the notes, so I know what ur looking 4. This looks like more than just good, it may be the best armor game that will ever be published, period. I like the whole day and night system AND that you can move about in the night, unlike the other 2 (the other last stands were still a blast tho). Flashlight is good, very authentic feel. The whole idea of choosing how to fight the zombies is absolutely outstanding and creative. Examples: bustin in gunz blazing away, sneaking up on all of them and whacking them with a hammer (which works well with the darkness hiding u), ect. The whole attribute thing when u lvl up is cool too, It is NOT too hard to grasp, its just like fallout 3. The boxes/crates/barriers puzzled me tho, will we be able to knock them down? push em around some maybe? will the zombies be able to jump over or break through them? I love the whole idea of an open world, but what is is like when ur outside in the streets of the city? Also, I know it will be extremely hard to program the character to scroll up and down in the game, but if u can make it work without weeks of extra programming, it would be a neat feature. On the whole, based on what I know about the game already and what the notes say will be in the full version, i would give it a perfect score, 10/10, just be sure to make salvaging for supplies/weapons/survivors fun and exciting like the other 2 last stands, and throwing in a new thing every once in a while so its not mind-numbingly repetitive (for example, like the other last stands, better weapons are harder to salvage along with ammo; the zombies become tougher and more numerous as the game progresses; different building plans for each structure; and, i dont know, maybe somthing somewhere in the game that is a complete, total, unpredictible suprise?). Only other 2 things I could ask for is a specific release date (if possible, and at least by feb. 2), and the journal entries from the main character in other last stands. PLZ bring those back, it makes for a great atmosphere in the game.

January 4th, 2010 at 2:30 am
guy!
 398 

srry, i forgot to comment about the controls. I think they’re fine the way they are, but im right handed, and since u want some left handed comments, i dont think i can help u there.

January 4th, 2010 at 4:08 am
BOSS
 399 

Beast, so far! I cant wait to see the other melle weapons and firearms in the finished product.

January 4th, 2010 at 5:01 pm
Durendul
 400 

At this its ascetically amazing and has a great atmosphere like the rest of your games

The one thing that did not seem right to me was how claustrophobic it was, after playing a few similar games (2d room shooters if you will) i found a major problem was id just end up waiting the sounds of the enemies and then just shoot offscreen until i heard it die. maybe you have a mechanic on your head already that will ad extra dimension of game play figuratively to make up for the loss of the litteral ‘up down’ dimension of the last two games

i also do apologies if i missed in an other thread but what sort of a game is this going to end up being will we be moving though rooms until we reach a final gole clearing them once or defending a few of them

Every thing about the player character feels perfect, i love the shells that fall out of the gun and being able to see your second weapon. movement seems the right speed and aiming is smooth and responsive

i love the idea of the flashlight and it looks great altho it does feel like somethings missing from it be it a larger muzzle flash or maybe even a cone shaped light beam im not sure, but undoubtedly on the right creepy track for a zombie game

i like the crouch for accuracy system not sure what else to say about it :P

Hopefully this was the sort of input you were looking for, but one way or the other keep up the great work im excited to see your finished product

January 5th, 2010 at 10:26 pm
zombie
 401 

a good idea would be to be able to change the controls entirely for different countries (as they obviously have a different keyboard setting)

January 7th, 2010 at 10:22 am
DirtyBlue929
 402 

WIN

That is all.

January 7th, 2010 at 5:28 pm
Jog On 6
 403 

Heey the Alpha’s great! and will there be difficulty levels e.g. Easy, Normal etc.

and if so is it possible to make a realistic mode where zombies run and you can only kill them with shots to the head?

January 7th, 2010 at 10:06 pm
Caleb J.
 404 

Long time player, first time writer. Firstly I would like say: I would like to consider myself high up in the ranks of your fans, if not close to #1, and have been playing your games ever since last stand 1. You bring flash games into a new light giving them a quality close to full console. Secondly, I thoroughly enjoyed the alpha demo. It did not disappoint as to the direction I had hoped this game would go. I had always enjoyed your games especially the LS series (as I stated in my history), and this has met with what I had hoped and; quelled my few complaints for the earlier titles of the series. The controls were very comfortable, although I do have an idea for the flash light, if you don’t mind: I am not a designer myself so I do not know the difficulties that go into this, and so I understand if it is rather difficult to do, but one thing I have seen done for flashlights is a cone shape. It’s a standard side view flashlight that also captures the realism of how a flashlight works, it only stops ones it hits an object. Now if this is not possible to do easily in flash than I understand, it is just a thought.Once again, I greatly enjoy your games and anticipate adding this to my list of favorites. I thank you for bringing this game closer and closer to being the equivalent of a full console shooter.

With great anticipation and awe.
-Caleb

P.S.: I have an idea or two for an LS4; it’s nothing much and I wouldn’t say it deserves recognition since you may have already considered the ideas I have, but let me know if you are interested in hearing them.

Thanks but LS4 isn’t on the cards at this stage.
- Con

January 8th, 2010 at 11:06 am
Tdct
 405 

Great game so far, you should add in weapon jacking, aka jacking dead zombies weapons, lol

btw I found a bug you might want to work on i think i’m the first 1 to notice, but if you turn on your flash light, then hit spacebar it will create a beam that floats in the position that you changed your weapon on in addition to the light in your charters hand

January 8th, 2010 at 5:48 pm
william
 406 

hey where can you get the alpha and if you can send it to me is it availibale for mac? thanks and i can’t wait to test it out.

Link in the post.
- Con

January 9th, 2010 at 6:38 pm
Spencer
 407 

Hi Con
Please add blond bushy hair like the 80’s! and a leather jacket please!!

January 10th, 2010 at 1:24 am
Cole
 408 

The only thing I didnt feel quite right about was when you were shooting a zombie when it was inside the barrel of your gun, obviously bullets cant go backwards but I expect it will feel right when the zombies can attack?

Yep.
- Con

January 10th, 2010 at 4:26 pm
sgtwade
 409 

hi con

could u make a demo and make british army clothes and the british assault rifle sa80

thanks if u do

January 12th, 2010 at 8:49 am
Drewski
 410 

it feels nice and the controls are well laid out, nice! oh, and nice job mixing up the zombie’s images this time….the older ones sorta got repetitive. can not wait for the final copy!!!

Yeah, the zombies are way more varied due to the random body “damage” appearances. It mixes and matches from about 15 different choices and applies 2 to each head so you get different looks in combinations with the random hair appearances and colours. I’ve got way more clothing options to add yet too.
- Con

January 12th, 2010 at 8:31 pm
Mark
 411 

will the aim system be more accuret so you can get a lot more head shots and will you be able to make avatar

January 13th, 2010 at 10:59 am
BlitzTrooper
 412 

If there is going to be two game modes for the more realistic shouldnt the flashlight have batterys?

Yep.
- Con

January 14th, 2010 at 12:23 pm
Evelio
 413 

where can i play your new last stand game? what site or link? please tell me? extremly anxious to see what its going to be like. good luck with your game progress thanks.

January 15th, 2010 at 8:49 pm
Evelio
 414 

since you’re a pro game designer maybe later in the future you should try to design a game as a mix of resident evil 3 and grand theft auto san andreas. for example getting on vehicles, finding survivors, locating places, gunshops where u can obtain weapons and ammunition, and instead of civilians it’ll be zombies and mutant creatures since its a city like raccon city with the exception that you can travel more around like in GTSA, earning points instead of money so that u can go buy better weapons at the gun shop just like in RE3 mercenaries and drive certain vehicles like trucks cars suvs big rigs machinery and run over zombies. Maybe you may even add a nemesis type of zombie, one that you bump into every once in a while, but he won’t go down easily and when he’s down, he’ll come back for you again. thanks CON ARTIST for taking your time to read my comment and please tell me what you think about my idea? i hope i’m not asking for much, but it’ll be an awesome idea. thanks once again and hope to hear from you soon.

January 15th, 2010 at 9:11 pm
freakgamer
 415 

great game,I like the whole new idea,can’t wait for final copy.I like the flashligth,also the weapons seem petty cool

January 23rd, 2010 at 12:45 pm
jack
 416 

i like the new way you can go from room to room itzz cool but can u put somthing into it so you can pick up objects like a box or TV somthing like that

January 27th, 2010 at 6:54 pm
DeagleDued
 417 

Release date?

February 4th, 2010 at 2:38 pm
DeagleDued
 418 

Not confirmed just estimated by you

Check out the fact sheet.
- Con

February 4th, 2010 at 2:41 pm
 419 

one word to say EPIC this one was so great plus my favriote gun is the m4 u did a awsome job :)

February 6th, 2010 at 5:32 pm
Rogier
 420 

okay first of all loved the flashlight.. what i kinda felt alittle doubt about is the jumping not that it’s a bad edition i just don’t like the feel… just feels to fake/ragdoll :-p

February 26th, 2010 at 5:58 pm

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