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(+2)

First try: 103

Second try: 6300

Really enjoyed timing the close call. I only upgraded weapon when I didn't one shot the enemies. The health purchase was kinda slow maybe, had a few times not knowing if I finished healing up or not because there was a delay on the hearts.

The random multiple spawn at high level finished me.

Really really fun game loop.

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Thank you so much! You have much better accuracy and reflexes than I do. This is not a genre I excel at as a player. Well done on that score. Waiting like that is the right thing to do, though I was hoping to make it tempting to take earlier as the pace picked up.

Yeah, the healing is pretty unsatisfying, right? I need animated hearts and sound effects to make it clear. The healing is immediate, but it's really easy to miss that it happened (also maybe you uncovered a bug if it didn't apply right away?

When the jam ended, I had gotten ever increasing enemy attack speeds, though the spawn speeds remain constant (other than the occasional wave). But the player's attack speed never changes, so eventually it will hard stop you because the enemies will attack faster than you. My next update post-jam will include the player also speeding up so it is still technically the same game just forcing you to play faster and faster. Then audio because the lack of audio makes me sad, but I ran out of time.

(1 edit) (+1)

It was really fun. You are right with the enemy attack speed, at one point I can't take any ingots or leaves, not even in between spawns.

The healing I don't know for sure but try it out, when I had 20/3 or something crazy like that, I expected to get full health and I didn't, possible bug because is adding more than the max_health? should get a reimbursement of the leaves that hadn't been used?

Those are fine grained details tho, congrats on the game.

(+1)

You were right about the HP update delay. The game engine was acting on the correct value, but the UI was only ever updated when HP was lost. So if you were down to 4 HP, then you fully healed, you would appear to still only have 4 even though you did have 10 until you lost -1 HP, then you would visually jump from 4 to 9.

I fixed this and other things now that the jam is over in what I hope becomes a trend of actually continuing development on a project. I welcome any other feedback you have, and thanks again for playing!

https://applepieforge.itch.io/whack-a-zombie/devlog/878850/v001-posted

Hey nice fixes and features. I tried it for 15 min and I only got one extra idea to give you feedback on.
The wave difficulty is not scaling, so let's say on "wave 15" and higher you can start killing 5 or more zombies before timing the  3 wave zombies kills, so it loses the difficulty jump and hurry of getting rid of them.