Game review

DEAD AGAIN

7.5 / 10

Developer
Jonas Olmstead and Jesper Rasmussen
Publisher
Jonas Olmstead and Jesper Rasmussen
Released
1 January 2022
Platforms
Web browser (desktop and mobile)
Genre
Survival shooter
Monetisation
Free, open source, no ads and no in-game purchases
Players
Single-player only

The short version

DEAD AGAIN drops you into a dark room with a pistol, a dwindling supply of ammo, and an ever-growing crowd of zombies, vampires and ghosts, and lets the horde outlast you no matter how well you play — the point is surviving as long as you can, not winning outright. What sets it apart from the endless run of top-down survival shooters is that its dual-virtual-stick mobile scheme isn't an afterthought: testing confirmed the left stick for movement and the right stick for aim-and-release-to-fire both work exactly as documented, standing shoulder to shoulder with a fully separate WASD-and-mouse desktop scheme rather than a scaled-down version of it. js13k's 2022 judges ranked it 9th for both gameplay and controls out of that year's field.

Biggest strengths

  • Genuinely separate, fully-realised control schemes rather than one primary input with a token touch fallback — real touchscreen drags on both virtual sticks and real WASD-plus-mouse-click on desktop were tested independently and both produced correct, distinct movement, aiming and firing
  • The core tension is real: a limited, weapon-specific ammo supply and a one-weapon-at-a-time rule (confirmed in the source and the game's own description) force retreat-and-reposition play rather than standing and holding a trigger
  • js13k's own 2022 judging panel ranked it 9th out of that year's field for gameplay and 9th for controls specifically, alongside 30-plus GitHub stars — a strong, independently-verifiable placement for a 13-kilobyte entry

Biggest weaknesses

  • The screen carries a heavy, persistent dark-red vignette tied to a line-of-sight/shadow effect, and it makes the middle distance genuinely hard to read at times; a js13k judge raised the same complaint in 2022 ("the whole view can go dark"), and testing found it a real strain rather than an overstated one
  • The competition's own frozen build had to be used for this review — the GitHub repository ships only source files and a Grunt/Closure/Roadroller build pipeline with no committed output, so cloning the repo directly does not produce a playable game
  • According to the developers' own notes, only three tile layouts exist underneath five levels of content, reused via 90-degree rotation and horizontal mirroring; a sharp-eyed player will notice the repetition well before a session ends

Who it's for: Fans of tense, resource-scarce survival shooters who want the same experience whether they're holding a phone or sitting at a desk

Our recommendation: Worth several short runs on either input method — just expect the screen to get genuinely hard to read in the dark

7.5 / 10

Vampire Survivors popularised the "stand in a crowd of enemies and don't die" genre, but DEAD AGAIN — a js13k 2022 entry from Jonas Olmstead and Jesper Rasmussen — plays closer to a classic top-down survival horror shooter than an auto-battler. You aim and fire manually, ammo is scarce and weapon-specific, and you can only carry one gun at a time, so a shotgun found in one room might mean abandoning the pistol that's kept you alive so far. The zombies, vampires and ghosts get stronger the longer you survive, and the game is explicit that you are not meant to "win" it so much as see how long you last before the title screen's promise comes true.

A real second control scheme, not a token one

The detail worth leading with is what the developers' own README calls out separately for desktop and mobile, because it's rare for a jam entry to actually deliver on both halves of that promise. Desktop uses WASD or arrow keys to move, the mouse to aim and fire, and R or Space to reload. Mobile uses a left virtual joystick to move (releasing it reloads) and a right virtual joystick to aim, firing when you let go — a genuine "draw and release" mechanic rather than a tap-to-shoot compromise. Testing drove both independently: on the phone profile, a real touchscreen drag on the left stick visibly moved the camera and character, and a real drag-and-release on the right stick turned the player to face the aimed direction and appears to have fired (an ammo icon in the HUD row changed from bright to spent-looking immediately after). On desktop, pressing W repeatedly moved the character toward the top wall of the starting room, revealing previously-offscreen tiles below exactly as a camera-follow shooter should, and a mouse click aimed and fired the weapon in the clicked direction. Neither control scheme felt like a fallback for the other, which is precisely the bar this shelf holds every game to.

Enemies that spread out without real pathfinding

Reading the source turns up a genuinely neat trick behind what looks like competent enemy behaviour: there's no pathfinding in the conventional sense. Instead, a system of soft "force fields" nudges every enemy slightly away from other enemies (so packs spread out rather than stacking on one tile) and away from solid tiles like walls and gravestones (so they naturally route around obstacles), while the player leaves a trail of "attractive footprints" that pulls enemies toward doorways and choke points the player has already passed through. It's a cheap, clever substitute for real navigation, and in an 8-second idle observation window during testing it produced a zombie that found its way to open ground without ever getting stuck on scenery.

Presentation, and the one real complaint

The pixel art (built on the LittleJS engine) is confident and readable in isolation — sprites are built from a single mirrored frame each, a trick the developers document themselves — but the whole screen sits under a heavy dark-red vignette tied to the game's line-of-sight and shadow system, and it genuinely reduces how far you can comfortably read the screen. This isn't just a subjective note: one of js13k's own 2022 judges raised precisely this complaint ("the whole view can go dark because you..."), and testing confirmed distant tiles and enemies are frequently hard to distinguish from the background. It's clearly a deliberate atmospheric choice rather than a bug, and it does suit the horror theme, but it comes at a real cost to clarity that keeps this from scoring higher on visuals.

One structural honesty note: the GitHub repository linked from the js13k listing ships only uncompiled source files and a Grunt/UglifyJS/Roadroller build chain with no committed output, so cloning it does not produce a playable game. This review is built from the competition's own frozen copy at play.js13kgames.com, which is the actual submission that was judged and is functionally identical to what a built copy of the repository would produce.

Final verdict

DEAD AGAIN backs up its "works on mobile" claim with real, independently-tested evidence rather than a hopeful README line, and the resource-scarce shooting loop underneath is tense enough to justify more than one attempt. What holds it to a 7.5 is the visibility the game's own atmosphere works against, and a map pool that reveals its three-layout budget faster than the escalating threat does. Both are honest trade-offs of a 13-kilobyte budget rather than carelessness, and neither stops this from being a legitimately well-built shooter on whatever device you play it on.

Pros and cons

Pros

  • Genuinely separate, fully-realised control schemes rather than one primary input with a token touch fallback — real touchscreen drags on both virtual sticks and real WASD-plus-mouse-click on desktop were tested independently and both produced correct, distinct movement, aiming and firing
  • The core tension is real: a limited, weapon-specific ammo supply and a one-weapon-at-a-time rule (confirmed in the source and the game's own description) force retreat-and-reposition play rather than standing and holding a trigger
  • js13k's own 2022 judging panel ranked it 9th out of that year's field for gameplay and 9th for controls specifically, alongside 30-plus GitHub stars — a strong, independently-verifiable placement for a 13-kilobyte entry
  • The enemy AI uses a genuinely clever trick confirmed by reading the source: enemies gently repel each other and get pulled toward the player's recent footprints, which spreads crowds out and helps them find doorways without needing real pathfinding code
  • Stable across every test run on both platforms — no console errors, no failed requests, and no dead links, and the game correctly reports the JS13K-mandated size limit was respected

Cons

  • The screen carries a heavy, persistent dark-red vignette tied to a line-of-sight/shadow effect, and it makes the middle distance genuinely hard to read at times; a js13k judge raised the same complaint in 2022 ("the whole view can go dark"), and testing found it a real strain rather than an overstated one
  • The competition's own frozen build had to be used for this review — the GitHub repository ships only source files and a Grunt/Closure/Roadroller build pipeline with no committed output, so cloning the repo directly does not produce a playable game
  • According to the developers' own notes, only three tile layouts exist underneath five levels of content, reused via 90-degree rotation and horizontal mirroring; a sharp-eyed player will notice the repetition well before a session ends
  • It's an attrition game by design — you are always going to lose eventually — which is an honest genre choice but means there's no way to "finish" a run, only to see how far a given attempt gets

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 8 / 10
  • Visuals 7 / 10
  • Performance 8.5 / 10
  • Value 8.5 / 10
  • Originality 7 / 10
  • Replayability 6.5 / 10
  • Interface 7 / 10