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(2 edits) (+1)

Hey! That’s a nice game. I like an idea of dimming out flashlight. Controls are smooth and visuals are nice. Here are some things I want to outline.

  • Game is a bit slow. Increasing speed both player and zombies would make game more fun and arcade.
  • I’ve noticed after reaching 5-10k points, game difficulty is capped and not increasing anymore.
  • Flashlight (atm) is useless. I don’t think it was intentional, but you can still see zombies even if flashlight is not working, even on player’s back. That breaks immerse a lot and removes uncertainty and surprise thing. IMO that’s first thing I would fix in next version.
  • You receive points just by attacking, not killing zombies. That’s very strange and doesn’t feel well
  • Flashlight recharges too fast and attack makes too much damage. Those two things combined breaks fun a bit as game becomes too easy once you find it out. I would add pistol or maybe lower rechange rate and increase attack cost.
  • The best tactic to survive is just standing still and shooting in all directions. There are no pickups, no difficulties to force player to constantly move around map. You should encourage player to do that to increase fun factor.
  • Zombie spawning sounds are a bit annoying over time

To sum up, this is solid entry. Gameplay is fun to some point, visuals are nice and “cursed” theme is ok. It lacks some balance and polish, but that’s good game made in 12 hours. I enjoyed playing it.

PS. I reached 1M points on first try :) https://imgur.com/a/2CW64xR

EDIT: If it feels harsh a bit, I’m sorry. That’s not my intention to hurt feelings. I just want to share my point of view how I feel this game and what I could improve in game. Oh, and HTML5 build is always the best way to play it. That’s big advantage to have game playable from browser.

(2 edits) (+1)

Hey! Thanks for writing such an extensive comment. As you saw I had less than 12 hours to work on it, so things like balance were lower priority than having it working well, sadly. The flashlight didn’t even dim (the whole point of the game) until the very end, haha!

It is a bit slow; I did try to make things a bit faster, but the player quickly became so fast it was unwieldy and the zombos so fast it was unfair to the player, but I’ll try and fine tune it at a later date to make it harder >:)

Yes, the spawn rate of the zombos was capped so that they weren’t being spawned too frequently, but again it probably could have gotten a bit more frequent. If I had more time for playtesting it for longer, I may have found it got quite easy and tuned it down.

Being able to see the zombies in a short range behind the player was supposed to be so that the player is never taking damage that they don’t know where it’s coming from (which I now realise sort of goes against the point); I could tone down the range of that visibility to make it more difficult and surprising, maybe so it only shows them when they actually hit you.

You get points over time and when you hit zombos; I can’t reproduce getting kill points just by hitting.

I was thinking about zombies having multiple hit points and bouncing them back when they get hit, but didn’t get time to get that working. I could have just changed their lives to a higher number, but there would need to be feedback so the player knew they had actually hurt it. And I agree the map is boring, another person suggested adding obstacles.

Sorry about the sounds; I could make them quieter as time goes on… then it would be even more spooky when you don’t know they’re being spawned!

All in all, I think I’ll have to do another release after the rating period! I will make this game great!

And you played it long enough to get 1,000,000 points?! *o* I’m glad you enjoyed it enough to give such great feedback!