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Having already played this once for GDM, I was expecting to breeze through this game and rate it out of politeness, but it was honestly utterly brutal. I think it literally took me hours because there were so many attempts that ended in failure. It felt like no matter what I tried, no matter what items I got, the game would screw me over one way or another. Despite this, I still persevered because I simply didn't believe it was impossible, and eventually I got lucky enough to clutch a win (and I've got the screenshot to prove it). I suppose my feelings of determination in the face of hopelessness and overwhelming odds are apropos for the zombie apocalypse setting, but I'd imagine some people might not have that level of patience (especially given how many commenters said they didn't know what they were doing).

Overall, while most things about the game were well-done, my main problem was that victory seemed to be based more on luck than skill. I'm not entirely sure how I'd "fix" that, but I think having the game's overall RNG be slightly more in the player's favor would help mitigate the issue. Also, I don't know if you made it so that stronger zombies more frequently get you better items when you beat them, but I think doing something like that would make it more worth going after them, so that the reward matches the risk. As is, I'd often ignore things because I didn't think they'd be worth the trouble. 

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Hey! Another winner! My congratiulations and also many thanks for showing the patience and perseverance to get to that point!

Yeah, the game is supposed to be unforgiving and brutal. I see it in line with games like Project Zomboid or The Long Dark. I am deeply familiar with the history of TLD - played it since the very early alpha release and still playing it today. Players (including me) were outraging back then how harsh, brutal, unfair (add any unconvient attribute here) this game was. But many kept playing, gave feedback - and what a great game it became! Always walking close to the abysse, always balancing on a knife's edge... that's my ideal survival and exploration game experience - but it is so hard to achieve!

In that sense, I really welcome your feedback. Winning the game, with all the flaws it still has, is a true achievement.

What I will introduce in one of the next releases is a tutorial battle. When players choose tutorial mode, a zombie will stand close o the starting place - clearly showing "I am a tutorial - attack me to learn how to fight.". Everything regarding fighting enemies then will tought in this tutorial. Players won't loose their items after tutorial is over, but will be warned, that from now on this will be the consequnce of fighting "real" zombies. What you think about this? It's my best idea for now of how to teach this important part of the game.

And so many thanks for "stronger zombies more frequently get you better items when you beat them". This is a huge idea, and I will implement that for sure! My thoughts were circling around something like this, without getting to your point. Makes me so happy !

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Yeah, a battle tutorial sounds like a good idea, especially since the battles tend to be where you have to pay the most attention to your resources.