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YMMV / Road of the Dead

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  • Ending Fatigue: Road of The Dead 2 can take an entire hour and a half to beat, which is unusually long for a flash game of its type. Couple that with the harder difficulty and the long distance between checkpoints and your first playthrough can easily reach over two hours of playtime, which by that point you will be begging for the game to end already, as the later levels don't provide much difference in gameplay despite different scenery, the only major change being the final stand-off in the helicopter, which is ridiculously easy compared to the rest of the game up to that point.
  • Demonic Spiders:
    • The mutant zombies in both games. In the first game, they could not be run over, and could only be killed with the handgun upgrade (though crashing into a few cars may kick them off your car too and that doesn't wreck the wind shield, usually). The sequel made them somewhat harder to kill, what with being more durable and having potential to interrupt the driving/firing of the driver/passenger. The alpha mutants are even worse, which sums up as being a mutant with the ability to damage your humvee.
    • Apaches are really annoying, since even though they are rare they can very easily wreck your wind shield (which means your death quickly after if they still keep shooting) and getting rid of them can only be done with the road signs, which spawn randomly on the left or right side of the street.
  • Fridge Horror: All those civilians you put in safehouses in the second game, saving them from the zombies and giving them a chance at survival? They're all dead when the nuke hits. The only civilians that you save are going to be those you bring with you to the chopper, presumably. But hey at least you get an achievement out of it if you actually manage to do so.
  • Game-Breaker:
    • The sequel's user made campaigns and challenge modes. The user campaigns have levels dedicated to farming for points to upgrade skills and weapons. The challenges add to this by upgrading character skills. You can have fully upgraded weapons, skills and characters before you start the story mode.
    • In terms of weapons, both characters' pistols and Cocheta's Assault submachine gun. Both are available to you from the start and are cheap to upgrade to full stats. The pistols have the luxury of infinite ammunition, while the submachine gun takes everything great about the purchasable weapons save for the shotguns and has adequate ammo for the game.
  • Goddamn Bats: The common zombies. They are easy to kill but like to come in swarms, and can sometimes cling to your humvee. You only have a few seconds to get them off before they jump in and devour you.
  • Magnificent Bastard: Refusing to die in the city as it's being overrun by zombies, John Creasman sets out on the highway, modifying his car into a mobile fortress to escape the carnage of the city, all while mowing down as many zombies and soldiers as he can. With the military catching onto his escape attempt, they deploy mines and spike strips and send carpet bombings and helicopters after him, all while he uses nothing but his own wits to evade them and damage them. In the end, with less than a minute to spare as the bomb is dropped, Creasman escapes the city through the tunnel as the city behind him burns in nuclear fire.
  • Narm: Though the screams of the panicked civilians are both a Tear Jerker and Nightmare Fuel in their own right, their hammines sometimes achieves the exact opposite effect. Special mention goes to the woman hysterically screaming, that they're trying to kill her.
  • Nightmare Fuel: Plenty of it to go around, not surprising as the artist behind these games (sickdeathfiend) has made some truly grotesque and nightmarish art.
  • Scrappy Mechanic: The random object placement. At times there's too many debris with little to no room to dodge them. Especially in narrow alleyways of the second game. If you so much as touch a single piece it sends you flying straight into another one, and anoyher. The collision chain wrecks your vehicle in no time.
  • Sequel Difficulty Drop: The extra upgrades in the sequel make it easier to fend off the zombies and survive crashing into objects, though there are more powerful zombies to compensate.
  • Sequel Difficulty Spike: The sequel contains longer distance between checkpoints, far more resilient enemies, more stuff to purchase, and you are only allowed to buy upgrades while in the car at a complete standstill, as the driver hops out to tune the engine/repair the bumper/scrounge for ammunition/gather supplies.
  • Tear Jerker: Some of the civilian dialogue is gut-wrenching, especially with the surprisingly good delivery.
    "I'M HAVING A NIGHTMARE!!!
    "I CAN'T STOP! I JUST CAN'T!"
    "WAIT!!! DON'T LEAVE WITHOUT US!!!"
  • Too Bleak, Stopped Caring: The setting, plot, and mood of the game make it difficult to care for anything in it, unless you're the Play the Game, Skip the Story type of player.

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