Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Zombie LMGView game page

Submitted by ksoup12 — 20 hours, 17 minutes before the deadline
Add to collection

Play game

Zombie LMG's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#18602.8702.870
Originality#29612.7392.739
Overall#29872.5652.565
Presentation#32122.5222.522

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The gun will randomly do different actions that make the gun hard to control

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Cool idea! As some others have mentioned, there were a few bugs (like the recoil problem) that made it less fun. In addition, I think it might be interesting to give the player a warning (maybe a subtle countdown effect) when the gun style is about the change.

It might also be fun to go all-in on the franticness: make the weapons change faster, make the zombies faster, make the player faster, etc. And some obstacles would help with positioning.

Developer

thanks for the feedback 

Submitted

I like the idea. However, when the weapon mode switches, that should be a lot more obvious! As of now, "Backwards" into "Knockback" is a death sentence. Maybe display the new mode above the hero and/or crosshair? Pause or slow down the game briefly after the mode switched? Display a timer that shows how long the current mode will still last, so you can plan around that? I also found myself skipping "Spin" all the time: given that you move faster when not shooting, there really is no point in using it. The chances of you hitting anything like this are close to non-existent anyways and as enemies can take quite a bit of bullets, even hitting them oftentimes wouldn't change anything! From a game design standpoint I liked the "no aim" mode most, as it usually forces you to navigate into awkwardly risky spots if you want to keep hitting enemies while it's active. Lastly I would have liked a way to refill hearts to make up for early mistakes. Maybe reward the player with +1 heart (but maximum 5) after each wave of enemies?

Developer

thanks for the feedback

Submitted

Duuude! That was fun! Only made it to wave 4 though, gun chose a really bad moment to go "No aim" mode..

Developer

thank

Submitted

The game is very interesting, although could use a ton of cleaning up. Two of the biggest bugs I noticed were that the recoil on the "knockback" mode of the gun only works in one direction, and that the zombie noises are for some reason only in the left ear. I think this could turn into something, but for that to happen it needs a lot of work.

Developer

thanks