Juicy! Feels good. Oh man, though, my hand can only play this game a few times in a row before it begs me to stop. I know, with the theme, you couldn't make it hold-down-to-fire, so you're a bit stuck. Maybe there could be different levels with different weapons, some could have a cooldown to fire, or you could hold to charge up like Samus? Or you could lead the zombies into traps. You'd stray from the theme, but I think it would make for a better user experience. Overall, I like it! Will you update it post-jam? How do you like working with Love2D? I did a couple small projects but never got into it.
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Thank you for all the suggestions! I'm actually planning to several post-jam updates right now I'm working on a better map save format for the engine (the current one's text based, which makes level editing terrible). After this update, new levels will be added for sure. As for the new weapons, I actually had the hold-to-fire idea in my mind for a second, but then scrapped it – it just felt too overpowered. The trap idea is really good though, I'll look into making the AI better to support this – first of all though, a bigger arena would be pretty much a necessity, so I'm gonna work on the maps first. I absolutely love (no pun intended) working with Love2D, it's an amazing framework, as it makes making pixel games like this much easier than the HTML5 Canvas I've worked with before. OOP in Lua is a pain though, I'll have to add some easier-to-use, more refactoring-friendly solution to the engine. Thanks for your feedback!