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(+2)

This was a cool looking game with a great idea! It reminds me of Overcooked, but with a bit of a twist. Especially, I thought the art direction, animations, and environment were big positives for the game. It felt well thought out, and the single room was a smart way to focus on mechanics and gameplay. I think this is a pretty strong game + premise.

Personally, this isn't the type of game I would typically play, so consider my below feedback with that in mind and a relatively large grain of salt :).

I really struggled to win the game, but not in a way that I felt I could learn a better strategy and eventually win every time. There were attempts where about 15+ zombies entered the shack, and there didn't seem like there was a way to win when that happened.  I ended up only having a successful run because one of my minions got stuck on the wood pile and was able to brew the potion from there. I really wanted something besides the crystal ball to alert me that a new wave of zombies was coming to better prepare. However, this could all be because I am very bad at this type of game and may be perfectly suitable for your target audience.

One thing that would have improved my experience drastically is for the minions to have an attack mode. Once I right click a zombie to target them, I would expect my minion to keep firing until the zombie is dead or they run out of mana. But in my game, they did not. I had to constantly right click to attack, which made it really difficult to multitask during a zombie wave.  Minions also couldn't both gather wood at once, even though it looked like they were. Once wood collection finished, only one minion would have any wood. I'd have to restart the process for the other minion afterwards. This may have been intentional, but it wasn't obvious to me that it was.

As others said, my characters often got stuck on each other, which required some extra clicking to herd to the correct station. Better navigation routes would likely fix this problem relatively easily. In addition, I had several instances of something going awry with colliders where the witch or a zombie would end up in the ceiling. Once there, they were stuck until something else bumped into them.

Overall, though, I was pretty determined to beat it, so you scratched some itch in me to play your game more. So good job to everyone on the team! This really feels like a game on its way to being something really cool once it's streamlined a bit more. 

(+1)

Thanks for all of the awesome feedback! You brought some new issues to light and reiterated some, which is fine. More votes to things that we really need to fix.

Sounds like the rng gods really frowned at your! But that just points out a balance issue that we thought wouldn’t be that big of a deal. There really aught to be a limit to the number of zombies allowed in the cabin at any one time. And we could base that off a chosen difficulty level.

When you said that you wished for a way to be alerted to a new wave starting, I instantly thought of Left 4 Dead. I’m not sure we’ll do that, but it’s something we’ll definitely consider.

The attack mode is a good idea too. Or maybe just make it a “one shot” deal. And I knew about the simultaneous wood gathering issue but ran out of time/energy before the deadline. When we started the game, we started with stations where either only one at a time was allowed to interact with it or multiple could and it didn’t matter. But for resource giving stations such as the wood pile, I should have made the progress bar character specific (in that each character had their own progress bar). This is something I’m thinking of doing as well. Especially when I think about using the interaction system in future games.

I’ve never experienced an issue with characters ending up on the ceiling! I’ll try to reproduce this as it seems a game breaking bug when it happens. Thanks for reporting it!

Thanks again for the feedback! This is what I consider “gold” in game jams!