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A jam submission

Dead SectorView game page

A first-person survival horror with in-depth weapon controls.
Submitted by IonBar — 2 days, 23 hours before the deadline
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Dead Sector's itch.io page

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Comments

Submitted(+1)

Really liked the aesthetics, and the reloadplay really kept me on edge. Headshotting a zombie with half of it's head missing is a tiny bit counter intuitive. "Zombies rising again" sequence got me.

The shooting zombies are not fun though, they move to much and deal A LOT of damage. At the end I was killed by one of them, which wasn't fun.

Also pressing "Tab" while at the save computer turns it off and I don't think you can save anymore - the screen no longer turns on.

Developer(+1)

Thanks for checking out the demo! Glad you enjoyed it, good point on the melee zombies, thought up a different weakpoint for them, the ranged enemies probably need some nerf as well. The computer should turn back on if you interact with it after turning it off (or pressing TAB again), but apparently there's a bug that happens if you walk out while it's still in the boot sequence - the VOD was super helpful to figure out what happened, thanks!

Submitted (1 edit) (+1)

nice, I just finished it twice.

The first thing I did was waste the health thing you get in the beginning thinking you had to equip it like the gun, maybe you could stop the player from healing at max health.

I don't know how but I completely missed the armory my first time through and finished the demo with only the base pistol, I didn't have enough ammo for the cafeteria fight so I killed 3 gun zombies on the ground floor and ran past the others, chugging health vials and crouching under the shotgun guy's fire.

I think what happened is that when I got the keycard for the armory I opened the door, saw the two newly spawned zombies, died once trying to fight them, respawned and ran past them to the briefing room, saw it only had .357 ammo and some health, died to the worms and decided that it wasn't worth my time, forgetting about the armory entirely.
After boarding the train I loaded a save and did it properly, the revolver is super fun to shoot, totally turns the tide on the gun zombies with those 1-hit headshots.

I liked combat but I think that if you want to emphasize the horror element you might want to punish the player for fumbling up a reload by wasting their ammo, but that might be too punishing.
Personally I was always ejecting my mag because I kept pressing E at pickups instead of F, I also racked the slide after every reload after I saw it didn't eject the chambered round.
Maybe the zombie soldiers should wander a bit less between attacks, sometimes the first cafeteria guy for example spotted me and immediately ran behind the wall, it can ruin their ambushes.

If you want clunkier weapon for the horror effect you could make the revolver single action, that'd be a doozy to operate under pressure.

But yeah it was nice overall, I had fun.

Developer

Thanks for trying out the demo!

Yeah, I've been playing around how punishing I wanted the reload to be (same with cycling with the slide), for now I erred on the more forgiving side but that's something that I want to put into a difficulty setting. Interestingly, the flow ended up way more punishing as you pointed out, describing how you went through is definitely useful. Glad you enjoyed the game, and congrats on making it to the end without a revolver still!

Submitted (1 edit) (+1)

-Spacebar opening the pause menu is bizarre(only seems to be like this in the intro?).

-I like how if you get close to a wall the character will push aside his gun... however, if you get too close he gets suicidal, lol. I assume it's an IK without a limit or something. This picture was taken under the ladder.

-It would be fun if I could pick up the fire extinguishers, so I can toss them in combat and shoot it for a portable bomb. Though it's also fine as just an environmental element.

-When walking into the room with the locked suitcase, the grub seems to see you really quick and will activate the music. And for me at least, I was confused because I saw nothing for some 10 seconds, turned out he was stuck on the curtain wall and he instantly hurt me when I rounded the corner.

-Can't shoot the camera watching me in the lobby... sad.

-Zombies with guns is a little silly, but in a good way. Disappointing that I can't rob the corpse of its ammo though.

-Sometimes, walking through a room transition will flash the pause screen. Not sure why, but it tends to go away after happening once.

-Suddenly spacebar opened the pause menu again and I accidentally quit to menu...

-One time, opening a door, it pushed my character with it which was odd.

-Gun fight for the checkpoint card was fairly fun, though it feels kind of counter to the horror theme of the game.

-Beat it, had a good time. Not much to say I think. One thing is that putting a red line on the revolver is strange, I'd rather have aim down sights for that.

Developer(+1)

Thanks for checking out the demo!

Spacebar opening the menu is odd, it definitely shouldn't do that, I'll take a look. Did it happen after a while/can you reproduce it, or was it like that from the start?
Being able to pick up the fire extinguisher is an interesting idea, might experiment with it. For the other issues I have a fairly good idea what's the problem, thanks for letting me know!

Submitted(+1)

I was about to write the spacebar thing off as my being tired last night, because I tested for some minutes and couldn't get it to happen. However,  I clicked back in after alt tabing and indeed it actually opened and closed the pause menu, several times in a row, with spacebar. Then it went away shortly after. That, or I'm haunted with some strange ghost...

Ha! Found it. When you click Resume(or any other) button in the pause menu, it grabs focus. If you press spacebar, it will press the button and close the menu. Then, while the menu is closed you can still press the button with spacebar, and because Resume is a toggle and not just a close, it will toggle the pause menu with spacebar, including when you shouldn't like when viewing a lore page. Good to know I wasn't going crazy.

Developer(+1)

Oh wow, that's a great find, didn't even think that could happen. Thanks for double checking, will definitely take care of it!

Submitted(+1)

I've been put through a lot of self defense situations in this game, i liked to operate the gun just like it should be done, especially in a game prone to making you spill the spaghettis like this one.

It feels weird not to aim down the sights, and it's a bit of an issue when you have to round a corner from the right side, especially since the enemies have pretty fast reflexes / are kinda hard to see

I like it, just my type of game

Developer

Thanks for playing! The emergent stress from the weapon mechanic was certainly one of the goals, glad it came through. I've played around with aiming down the sights proper but felt like it obstructs the view too much, but might add it as an option.

Submitted

maybe you could let the player change the hand holding the gun to let him round corners a bit more easily

Submitted(+1)

I liked it:

-You should force the correct angle when you enter the bunker and see the white line, I though my game crashed until I see the white dude, otherwise I would've alt+f4

-I need an explanation on how the gun work

-Light could have some work, the first enemy didn't feel terrifying, just confusing.

Developer

Thanks for checking out the demo! For the new pistol, you need to rack the slide with Q to chamber a round if it's empty - I've added a brief explanation at the start but other than that the 0.2.1 is identical to 0.2.

Submitted(+1)

I love how this time around you start in the outdoors as opposed to inside the bunker like in the first time I played this game. It’s feels like an epilogue to what’s to come. Would benefit of more exploring outside, because my first instinct was to go around and fuck about trying to find secrets. There are also some white edges that I don’t think are supposed to be there in full-screen. I would’ve totally missed the first note because it was slightly hard to see because it was a bit too dark, the light coming from the fire could’ve been much stronger.

The presentation is much better than last time, definitely. It’s really esoteric, or at least that’s what I felt while approaching the white figure at the start of the game. And the laser-pointer is pretty fucking awesome. So far I’m a bit confused when it comes to the reloading and the shooting part, because I miss the revolver and the old reloading system.

Oh, it’s a new gun, well, I didn’t like it as much as I thought I would. I could see the ammo going in but I couldn’t shoot. But still, the new enemy type is pretty cool. The save profiles are a nice addition.

Overall, other than my “frustration” with the new gun, I liked it. Good atmosphere. And I really like the “supernatural” element you added to the game, I can’t stress this enough. Like, I don’t know if it’s supposed to be a hallucination, I mean the white strips and the white figure, but it’s really cool. Reminds me of Amnesia or Soma in some way.

You definitely got me stressed while trying not to die. I wish there was more room to wriggle around some enemies, but then again, for example inside the lab it wouldn’t make sense for it to be wider, spatially I mean.

Great experience overall.

Developer

For the new gun, it needs to be chambered with OPERATE before you can shoot, which in hindsight is something that definitely needs a better explanation. The revolver is still in too, just have to find it. The intro sequence is a rough first draft at the moment (so that there's some introduction), and I do want to expand it later - and there are definitely plans for the dude in the darkness as well.

Thanks for trying out the demo, glad you enjoyed it despite the difficulties!