I'm not really into auto-survivor games, so don't take my criticisms to close to heart.
I think it looks good, the sprite art is basic but looks sharp. There's a good amount of "juice" in there that helps a lot. I would like to use WASD instead of arrow keys. I think the turret upgrades you get need to be a bit more significant, I didn't really notice any improvements. Some music would also be nice.
I did not play a ton of it, but what I did play seemed alright. Keep at it.
Looks nice and controls nice(although, I'd make the brake stronger). Very buggy, though, here's some I found:
Sometimes when a mission ends and the escape sequence plays, the bus gets stuck on the window border
Sometimes when starting a communication relay mission, it completes automatically
Sometimes when starting a mission to find a chest, it shows you an upgrade screen with no upgrades available, and no matter what you press, it won't go away
Zombie mutators do not reset inbetween runs
Upgrades don't reset/reset partially inbetween runs(also, is this by design? It's not clear either way)
The turret animation gets stuck
Also, the chest mission is kinda silly, cause it's purely based on luck: if you don't find a chest in the first house, it's often too late to look in another one. Also, it would be nice to speed up fixing the bus, it's not fun to just wait a minute while holding Ctrl. Also, it's "horde", not "hoard".
Finally, why can't I just run over zombies? Sure, it makes sense from the gameplay point of view, but not from a logical one. I mean, I'm playing not as a regular meatbag, I'm driving a bus, I should be able to turn them into mincemeat with my wheels.
thank you for playing and the bug list, will adress those to the next version.
I agree, the scavenge part is under worked. The idea is to separate it a bit from other rougelites/survivor clones, so i do think it can be fun just needs more work. You're right about the wasting time part, your comments make me think its better to give every house something but different tiers of chests instead.
Regarding driving over enemies, there is a Fender upgrade that lets you do that, having it as default made it too easy to just drive through groups and be invincible. Will probably make the player have a temporary fender that can take X amount of hits (almost as a shield).
If I was developing a game like this, I'd probably allow the starting enemy types to get ran over, but then would introduce zombies that would damage you if you tried to do that, e.g: fat zombies, giant mutated zombies, zombie cows, etc. It would make sense from both the gameplay and logic standpoint(i.e. they damage your bus cause they're big and heavy).
No idea how I'd implement the scavenging part, it needs some more brainstorming.
Comments
I'm not really into auto-survivor games, so don't take my criticisms to close to heart.
I think it looks good, the sprite art is basic but looks sharp. There's a good amount of "juice" in there that helps a lot. I would like to use WASD instead of arrow keys. I think the turret upgrades you get need to be a bit more significant, I didn't really notice any improvements. Some music would also be nice.
I did not play a ton of it, but what I did play seemed alright. Keep at it.
thank you for playing and your feedback :)
Looks nice and controls nice(although, I'd make the brake stronger). Very buggy, though, here's some I found:
Also, the chest mission is kinda silly, cause it's purely based on luck: if you don't find a chest in the first house, it's often too late to look in another one. Also, it would be nice to speed up fixing the bus, it's not fun to just wait a minute while holding Ctrl. Also, it's "horde", not "hoard".
Finally, why can't I just run over zombies? Sure, it makes sense from the gameplay point of view, but not from a logical one. I mean, I'm playing not as a regular meatbag, I'm driving a bus, I should be able to turn them into mincemeat with my wheels.
thank you for playing and the bug list, will adress those to the next version.
I agree, the scavenge part is under worked. The idea is to separate it a bit from other rougelites/survivor clones, so i do think it can be fun just needs more work. You're right about the wasting time part, your comments make me think its better to give every house something but different tiers of chests instead.
Regarding driving over enemies, there is a Fender upgrade that lets you do that, having it as default made it too easy to just drive through groups and be invincible. Will probably make the player have a temporary fender that can take X amount of hits (almost as a shield).
If I was developing a game like this, I'd probably allow the starting enemy types to get ran over, but then would introduce zombies that would damage you if you tried to do that, e.g: fat zombies, giant mutated zombies, zombie cows, etc. It would make sense from both the gameplay and logic standpoint(i.e. they damage your bus cause they're big and heavy).
No idea how I'd implement the scavenging part, it needs some more brainstorming.
thats not a bad idea, would introduce issues on how to communicate that but i will play around and see what i can do.
I like how juicy this game is, though I think it could do with more variety in the sound design.
definitly, sound is the least worked on aspect. thanks for playing!