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I'm definitely no big brain game dev, but I'll give some feedback and throw some ideas. Maybe some of it will be of use to you!

I like title screen! Also, it's nice that you've got different sliders to control the volume of the different audio cues, it's a nice touch! The pathfinding also works reaaaally nice.

As others have said, it'd be interesting for the tutorial to be done through a low-to-no-risk set of levels, going away from the slide format. Other than that, the tutorial shows how the different aspects of the game work in a very clear manner!

I also appreciate how the elements of the HUD show up on screen as they are introduced in each level. It lets the player not be overwhelmed and gives them time to understand each element before being introduced to another.

It could be interesting to have a hotkey for restarting the level!

I did encounter a bug in the 3rd level. The 2 humans that were together got to the Level Clear zone. However, the human that's isolated actually fell in the water. The level didn't finish on its own and since all the other humans were already in the Level Clear zone, there was nothing else to do in the level, so I had to restart from the pause menu.

Another idea is to maybe implement a counter of how many humans there are in the level, and how many have made it to the Level Clear zone.

The sound effects and music make the game quite a comfortable experience. I really dig the choices and general sound work implemented. 

I also noticed that you've got a day & night cycle. I can definitely see potential for hazards or dynamics that could occur during night stages.

Overall, I think there's a lot of potential in this game and I can see it being a very fun, comfortable strategy game that I could personally sink some time into. Really good work and submission!!

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thank you for playing! you hit on many good ideas that I would like to implement. 

I like the wording of "low-to-no-risk levels" at the beginning. Unfortunately, the tutorial barely got finished within time as it was, but the tutorial levels in the game are just like any other level, so it should be straightforward to reorder them.

thank you for the report on "if humans are already in the clear zone, and then the last remaining human dies, the level doesn't clear." this is because the level clear zone checks for level clear when a human enters the clear zone, an enemy exits the clear zone, or a human becomes infected. I need to add a check for when a human dies to out-of-bounds as well.

 I think a total human counter is an excellent idea! this will only become more important as the levels get bigger and more complex.

finally, thank you for the kind words! I put a lot of effort into making the UI pleasant to use with sound fx, so I am glad you enjoyed it :)