Ha! Very fun!
One can never judge a book by it's cover...at first glance, it would seem to be a pretty short-lived run for a guy in pink pajamas sprinting down an open street picking off zombies behind him. But looks can most certainly be deceiving...
...This game kicked a flash-load of ass!
Our nameless, pink pajama clad hero is a totally hardcore, unrelenting Olympian track-star of a Mass Murder Machine. The constant state of motion puts forth a decent edge of tension that's backed by the much faster enemies. The name of the game is "Prioritize your targets."
I hovered between the middle and 3/4th's in through most of my gameplay, keeping an eye out for obstacles and explosives. (Those explosive barrels and ammo cache's were REALLY blessings in disguises, saving my ass on numerous occasions.)
Early in the game, it gets really rough when the crawl runners were introduced. The crowbar was pretty much useless to me, and tolerating the campaign with a pistol wore out it's welcome quickly. The sub-machine gun was a VAST improvement, but became quickly outdated with stronger zombies. The shotgun, naturally, had accuracy issues, and I found myself holding onto the Auto Rifle throughout the game until the Assault Rifle was unlocked. The flamethrower was a waste of time, in my opinion, and the Sniper Rifle was an incredibly effective secondary weapon, almost acting like a rail-gun. The bazooka was a tad underpowered, and the Chainsaw was an ideal secondary weapon for when you're primary has run out of ammo, and you need to get some distance for the reload with a quick swap. The laser was damned orgasmic. :D
I found myself often completely overlooking the pickups altogether, and focusing on the horde and everything else....if they actually DID affect the gameplay somehow, their effects weren't apparent to me.
The limited firing angle upped the challenge in a way, and made it absolutely necessary to maneuver...sometimes it got intense with the way I would have to weave in-between hordes on both sides, selectively firing immediate dangers to avoid taking damage, just for the sake of not getting overwhelmed. Though it doesn't make sense why he can't shoot downstage or upstage, it's not a necessary feature for THIS particular game. More on that in a bit.
The end-stage screen music was pretty cool; I liked it! But the utter lack of any other music was really a missed opportunity on your part. With different stages, I've always come to expect different stage music to accompany the new environment...anything from Metal, to Epic Chase music, Horror music, or even Queen's "Don't Stop Me Now" would've sufficed...but instead, we're treated to ambient zombie groans throughout the level's run.
Incredibly, for as often as it would have to be done, the machine-gun fire and bullet's ripping through flesh sound DIDN'T get annoying. The sound effects for the weapons and explosions were well balanced...but I DO have to complain about the single zombie noise...it lacks diversity....and the Game Over line "Just a Dream" could use some polishing with better quality recording. Still, it wasn't bad enough to deduct on my vote.
The medals were a brilliant add-on to add replay-value for the hardened flash gamer, but by the time I hit the refresh page to see what I've collected, I found it's actually rather easy to achieve most of them...except for 100% Headshots.....that's gotta be worth more than 25 points. lol
All-in-all, I had a blast with this run-in-gun...there were memorable moments of intensity that genuinely required skill to get through, and that's what makes it stand out for me. I gave it a 5!
SUGGESTIONS:
-Music diversity between different stages.
-Flamethrowers should gain distinction from the rest of the weapons by physically setting the zombies on fire and slowing them down to compensate for short range/low damage.
-More special zombies! (Like uncommon jumpers that are hard to shoot, or fat one's that come from stage-right, or even bosses, etc...)
-Diversity in zombie sounds (HIT ME UP, I would gladly do zombie overs for the collab credit!)