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Zombies Forever's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Coherency (Overall - does it all fit together nicely?) | #4 | 4.278 | 4.278 |
Enjoyment (Did you have fun playing?) | #12 | 3.278 | 3.278 |
Theme (How is their interpretation of the theme?) | #13 | 3.667 | 3.667 |
Overall | #14 | 3.653 | 3.653 |
Stability (Any bugs/crashes?) | #22 | 3.389 | 3.389 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I hit space, I killed zombies, I ran around, figured out too late that I could rebuild walls, rebuilt some walls, got stuck in wall(?), frozen, assumed dead.
Probably pretty accurate to how my real life zombie apocalypse experience would go :D
I am not familiar with the Daleks game - is the point of the game to survive for as long as you can? Or are there other win conditions?
Using boids for zombie movement is cool - noticeable if you stand in a corner away from them as they flow around the castle like a flock of birds!
Yep, I didn't put any code in to avoid getting stuck in walls, that would have taken minutes I didn't have.
Some details on the Daleks game are here: http://www.nonanone.com/Daleks/ but this is a 2010 re-make of the 1984 classic which you can actually download here: https://macintoshgarden.org/games/daleks. loosely speaking, it's also a wave survival game, theres' no win condition, just more and more Daleks every wave. I was planning on adding waves and day/night cycles, where surviving NPCs would feed you food (so incentive to keep them alive), but that would have overscoped it.
I think this would be pretty fun if you finish the fail state/gameplay loop. I also didn't find the rebuild mechanic until I let them wreck the castle. Good potential here since you can probably get depth from manipulating the BOIDS thing.
I really liked the pixel art style in this game. I can only imagine the type of game you'd make if you had longer than 100 minutes! Great submission.
This obviously has a lot of good ideas but perhaps the scope was too large for 100 minutes. I know that there is no end state but my player did get stuck in one of the walls basically breaking the game and, maybe I'm just stupid, but I couldn't figure out how to get close enough to attack the enemies without getting hit myself. I appreciate the sound in this game which many others are lacking and the art style is cohesive. Excellent job, especially with the boids AI.
all very good points. I haven't quite got the hang of scoping for 100 min games yet. but hopefully if there are more 10^2 jams, I'll be able to dial it in