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Imadori
Creator of
Recent community posts
No worries, I don't take it as an insult but a valid criticism. The last time I updated this game, my anime-art skills were almost non-existent. I was busy learning how to port my games on different platforms, composing music, painting backgrounds, and animating H-scenes that I didn't have much time to practice drawing anime-style. This time however, I'm making an effort on actually improving that part, so please follow and look forward to the next update.
Yeah, walking animation playing on walls bothers me too but unfortunately that won't be changing anytime soon. The reason is I plan to buy the A* asset for Unity (pathfinder + smart collision detection) but I still can't afford it right now. Modifying the entire movement system (every movement you see in the game shares only 1 script, that's why it runs so fast) just for that isn't worth the time considering my current schedule. I hope you understand.
Thank you for playing and giving feedback!
Don't worry, that is exactly what I was talking about when I said I would "fix" things and "lower" the difficulty. I know the issue right even before I publicized the project. Gameplay is too much luck dependent right now.
To be honest, the 300 zombies goal isn't supposed to be achievable at normal circumstances at this point, on this current version. Me the developer never cleared it even once when I was testing this, and I expected the players to also give up very early since I already told them via dialogue that it is just "extra" content and no more unlockables after the first H-scene. But apparently, most players have the patience to keep going.
Well mistakes learned.
It really surprised me when people said they beat it, I was literally like "wtf how?!".
Since the project is currently at, I would consider, prototype-phase, the total gameplay feel might change on future versions but I assure you, I would STILL be incorporating the same a challenging difficulty (but a lot more fair), just because that's how I like my games to be and I don't really mind losing some people's interest over this. Like what they say, you win some you lose some.
I never thought of warning the players when enemies are incoming outside the boundaries, that is indeed a great idea!
This comment reassured me of many things, thank you very much for sharing your thoughts!
But hey you played 2 hours. I'm grateful. Sorry it had been an unpleasant experience for you tho.
I won't lie, you most likely won't enjoy this game any further.
Every detail of the gameplay is the intended experience. The gunners are supposed to be annoying whether they are your enemies or allies. They are a very aggressive type of zombies that players have to keep in mind and strategize on how to NOT use them. That was 100% my decision.
But yes, I see why people think it is unbalanced and I can't really argue with that.
I received a few more complaints about the same topic so I might make changes in the future, but I would probably just add other types of ranged units that are not as aggressive.
Thanks for playing and also for giving feedback!
Thank you for the consideration, but it is not worth the effort yet to translate this version to a different language. It is still just the first release after all (it is not a finished game yet), and I plan to add a LOT more content in the future. If translation is needed one day, I'll consider contacting you.