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(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.

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!