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(+1)

Once again - glad to see you here! This one was unusually different from your previous jam entry :)
I enjoyed smashing these zombies in the mall. Visuals and audio are top! I like variety in enemy attacks which not allow player to relax too much. Random generation not allow just to remember the optimal route and forces you to react to environment which is cool.

Some feedback:
- I wish there were more visual clues on when you were hit or when your weapon is about to break, like I would like to throw my weapon once it's almost dead but it's hard to follow zombies, road you must go and weapon endurance bar at the same time
- I would place some items near the "goal" to allow player "clean up" the area once you get there. Right now it leads to backtracking and gathering weapons to kill zombies before triggering the "press E" event
- To think more, I'm actually not sure why throwing exists because my main tactic was to grab weapon, smash around until it almost break, throw it and take another one. If it's preferable tactics so it might be more convinient to just throw weapon automatically once it's breaks. I know what there are different weapons but gameplay wise I didn't feel urgent "find exactly this one to help me with this problem"
- Another think I would like is to have some time and space to get used to weapons and combat system. Zombies are fast at the beginning and will eat you without a doubt. Maybe decrease speed of enemies at the beginning before first trigger or something. Those running creeps making me stressing so I just starting smashing them not trying to think about weapon differences and experimentations :)

But despite this feedback wall I really liked game and will keep for "after jam" to play around a little bit more :)

(+1)

*I added some visuals to the weapon breaking but it's hard to notice with the weapon being swang that well so it's mostly just an audio cue for both getting hit and weapon breaking. 

*Honestly the items staying for throwing once they are broken is a good idea. 

*Yeah some additional weapons could be scattered around the goal area.

*The weapon throwing actually can be extreamly powerful even almost cleaning entire hoards with certain weapons but I lowered the difficulty so it's not required to learn all the weapon advantages.

* I might have added a proper combat tutorial but saddly I didn't have time with most of the week spend at work

Time limit is a huge factor. I had like four evenings for an entry to make :)