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King Zombie: Escape (Updated)
Another long gap between posts, but trust me this is a huge update. The look of the game has changed dramatically with the introduction of several more room types plus more monsters and play mechanic changes. So much has changed I am not sure I will remember it all but here goes… - Relic chests – drop armor pieces (but they are always guarded and often trapped… you have been warned) - Flooded rooms – often with things lurking beneath - Flooded levels – any level can flood now and it changes the dynamics of the level - New random room sets – kitchen, lab, crypt, alter… Still in development but lending color and depth to many of the levels. - New random dodads – doodad sets that can appear in specific places or level wide. Window dressing but still adds to atmosphere - New monsters – Troll riding mages, krakens, and a few others I will let you discover for yourself. - Points in Martial now give bonus armor. - Arrow mechanics reworked again – now with scaling damage on ice arrows - Sword totally revamped with new animation and the ability to dash from target to target - Axe totally revamped now with flaming upgrade as well as charge - Tons of balance fixes. NOTE: look before you leap: charging and dashing can get you in over your head fast =)
King Zombie: Escape (Updated)
I took an extended vacation over the holidays so it has been a while since I posted an update. LOTS of changes many of which I may not remember here. Biggest change are new monster additions to help round out the Kabolds. The game might be too difficult at the moment let me know if you think I need to tone it down.
LATEST VERSION
- Level Up interface now has highlight colors for clarity as well as totals that make it clearer where armor bonuses are and how much is in each panel without having to count
- Revised the Tutorial for clarity, hopefully making it easier to understand
- Added the ability to use the ‘R’ key to check your armor totals while comparing new armor to old
- Revamped the pistol mechanics, now uses machinegun crit-rate to make the pistol a more viable option
- Revamped crossbow *AGAIN*
- Added crypt spawners for later Zombie levels to spawn packs of zombies instead of one at a time.
- Added Kabold Hut spawners
- Added Kabold mages, two types right now Ice mages and Fire mages. Ice mages slow you and fire mages cast cones of flame that set you on fire for a short time
- Added Trolls…. Yeah they are NASTY!
- Lots of balance changes and bug fixes.
King Zombie: Escape (Updated)
- Added a tutorial level. If you start a easy or normal skill level game it will ask you if you want to play the tutorial level. The tutorial leads you through most of the games systems, gives the player a level up, 3 weapons and a piece of armor. Should make starting MUCH easier. - Turned off the right click menu on the web player. Makes it much easier to aim. So used to playing the pc version I always forget.
King Zombie: Escape (Updated)
most of KZ’s mechanics are where I want them finally, this will be the last release before I call it an alpha. From now on my main focus will be developing monsters and environments.
Lots of changes, but the most prominent one is the new armor system. Armor provides both protection and adds to various skills. Armor attributes are randomly generated at the time of drop based on item level. Each boss drops a specific armor type so they can be re-run to get better drops. Have fun!
King Zombie: Escape Update
In this update I was able to give the Martial tab some love in an attempt to make it a viable tree for more than just surviving close encounters in the dark (not that that’s a bad thing). Also, now that mutant is in all that’s left to do is add in the armor system and I’ll be ready to call it an alpha
- Reworked the cross bow skills
- Can now retrieve cross bow bolts from corpses
- Mutant added. Still working on time of mutation and strength of mutant hit/knockback. It originally stunned too, but that was just too op. Like Z.E.D.S the mutant is both loads of fun and potentially game breaking. If you have any thoughts about tuning it please let me know.
- Enjoy
Web version
King Zombie: Escape - Update
Online Demo
Update: 9/29/15 Follow up from the “In the Dark” release, mostly bug fixes and tuning. - A few minor fixes to animations preparing to add in the Mutant ability.
- added “help” from the pause menu with all hotkeys and button locations
- added dynamic random cookies to the lights and animated cookies
- reworked the lighting generator to make it more reliable and cut down on lag when ZEDs are rampaging
More I can’t remember probably - enjoy!