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(+1)

I enjoyed this game. The doom/duke nukem vibes felt good and the atmosphere was thick with the threat of the zombies making you feel uneasy and constantly on edge.

I have to say I got lost though.. I found like four different codes and when I found the one that was accepted I ran around everywhere looking for what changed to no avail. I'm not sure if it was a bug or just me, haha. I also feel like the enemy spawns added a lot of tension but maybe to the impediment to the exploration. Perhaps linking it to something like the player's progress would've felt better?

It was fun regardless. Nice submission!

(+1)

Thank you for taking the time to play, I'm glad you had some fun :) 

The codes needed to be input into the different keypads that were around the environment. Each keypad is 'hidden' behind a door that is essentially unlocked by killing enemies (killing enough eventually mutates you to a point where the light on your torch corresponds to the new door colour you can walk through). Unfortunately our tutorial was pretty crude so we probably didn't get this concept across very well. 

The enemy spawns are tied to player progression in the sense that killing more enemies allows the player to mutate but also mutates the available enemies. It sounds like you may have killed enough that it unlocked an uncomfortable amount of zombies but not enough to unlock all the doors and give you more space to manoeuvre. 

We really appreciate the feedback, it's given us some things to work on!

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Oh crap! I wish I had known about the mutation because I think it was a really cool idea  to make it diagetic.

I was too focused on trying to get the code right and assumed I had to complete the game before getting overrun by zombies. So I ran past all of them until I found the right code but the rooms were full by then, haha.

I appreciate how it feels like you're trying to give players the fun of discovering the mechanics for themselves. If you're taking suggestions I would say that players might be nudged to killing enemies and thus realising their mutation and it's effects if you made the feel of shooting them 'juicier'. Like if the bullets were faster or hitscan, the fire rate was improved, blood splatters on hit and enemies stagger to the shots though I understand how the time limitation could've kept you from doing more. The monsters spawning in the same room I'm in also discouraged combat for me as there was no vantage point I could use and it felt hopeless to try and kill them off.

Went on for a bit there haha, but I really like what you were going for. :)

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Yeah we definitely didn't sign post some of the features/gameplay properly, I imagine most people would have missed the mutation side of things.

The zombie spawning still needs balancing - we thought one hit kills for the first set of zombies would be enough to sort out how many there are, but the time between spawns probably needs to be slower as well. I like your idea of nudging the player to kill zombies through more definitive feedback; we kind of assumed that would be the first thing people do, but then the results aren't always clear or satisfying enough to continue with it. We'll definitely be giving it some thought!

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Alright. Good luck with it if you're gonna develop it further. :)