Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I wouldn’t be surprised if someone told me that this is a full game released on Steam; it is really polished and the drawings/graphics are superb. I also appreciate the facial animations when hurt. The card animations when looting and upgrading all add up to the polish and make the game feel good. Every effect/ability is unique in its own way and represents a different playstyle that can be mixed and matched. There was no cheaping out on effects, each one is different, each one has its own animations, and each one is useful; very well designed and implemented in this aspect, I am very impressed. It is a great game, I had fun and I managed to beat the Mothership boss in about an hour with Daria but there are a couple of problems and criticisms I wish addressed.

On my first playthrough with Maja, there’s a bug where I couldn’t get past the first level. There were 16 enemies left I think, and they just never came. I walked around the whole map and there was nobody. So I had to restart, and in my 2nd playthrough with Daria, I just stayed relatively near the center and it was fine. I’m not entirely sure what caused it.

Minor complaint but the cards need some sort of filter/sorting as it gets difficult to manage when you have a lot of it. Perhaps a way to quickly open boxes is good too, rather than having to click every card to reveal them every time. I know I said I had fun, and I really did, but the gameplay gets monotonous after a while. It’s interesting and fun to build the character and watch havoc break loose, but it’s not interesting at all to just hold left-click and press 1-2-3 for an hour - I’d rather have auto-attack than having to hold left-click for another second. Perhaps have more movement options like Armored Charge, increasing the pacing, or have defensive options like erecting walls, something to spice up the monotony.

Overall, I had good fun and it felt good playing Zemtar Assault. Great job!

I'm really happy to hear so much positive feedback and I'm glad you enjoyed it :)

Sorry about that bug in the first level, it was super annoying but I solved it in the end. I'm still not sure what caused it since I was never able to reproduce it in the Unity editor (weird!) but I implemented a different system for counting enemies and it works much better.

You're certainly right about the cards... I'm hoping to do a little overhaul of the UI and inventory system soon so I'll definitely be looking into ways to make the 

Auto-attacking is definitely something I'll consider implementing - I was originally thinking of having gameplay elements that would incentivize not attacking for periods of time (like a perk that makes you build up damage by not attacking for a while, etc.) but as it is there isn't really a reason to let go of left click.

I'll also be looking into adding more ability cards, since I do think they have the potential to spice things up. There is also a system almost fully implemented for modifier cards (you'd attach them to your equipped cards to add extra damage or special effects and stuff) so once / if that gets implemented, it should hopefully add another dimension to the gameplay as well.

Thanks for the feedback, and thanks for playing!