Nice work! I like that you included some of the extra animations on the character, I thought the kick was hilarious. I think the biggest thing that could be improved on your game is the movement system. The movement tends to veer off from where I input it, and it's additionally hard to determine the direction the character is moving without an indication. Have a great summer!
Milonster
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I like your game! I appreciated the charming graphics and SFX, and I think they helped present the story. I especially liked the models for the snacks and ingredients! I believe there might be an issue with the pathing and detection for the enemies, as I encountered some spinning enemies and some that didn't move at all. Have a great summer!
Good work! I really like a lot of the UI and models, both as part of the player ship as well as just the surrounding environment. While I don't personally find the game to be too difficult from a design perspective, I found my mouse sensitivity to be (or at least feel) dramatically higher in the game, which I struggled with a lot. Have a good summer!
This game is awesome! I have a lot of nostalgia for Zombies, especially World at War (although I played it on the Wii), and I sincerely appreciate that you've included so many of the classic features. I especially appreciated the dog round, although I wish they had their own model. For critique, I couldn't quite see the zombies remaining number after a few rounds, and when I died I got a RuntimeError dialog. Have a great summer!
I really enjoy your game! The SFX and BGM are both great, and add character to the levels, although I do wish the menu had some as well. I also love the player character's little hat! Your mechanics are interesting, and I especially like how you used foreground and background platforming design. The only thing possibly worth considering is that physics objects can be used to move the player character, allowing portions of levels to be skipped. Have a great summer!
This a pretty cool game! I wouldn't have considered doing an auto-battler, but I think this works pretty well. The characters look good, and the cards all have interesting and reasonably significant effects. However, I do wish the game was harder. The 5-drop card is extremely powerful, as well as the HP buffing 1-drop. Something like a cooldown, changing movement speeds, or even just adding more cards to make the 5-drop rarer could work.
This is a good rendition of Snake! High score is a good feature (super curious how that works through page refresh), and the snake's turning feels reasonably natural and offers enough delay to make the game a little easier. I would consider doing something with the speed, or preventing apples from spawning on the snake, as often an apple will spawn on the second body piece and cannot be accessed until the whole snake has gone over it.
I really enjoyed this! Gameplay loop is fun, and I like the sfx and graphics. The game can be really hectic, and I like the idea of using dual wield as a powerup! The two things I would consider are that the bomb seems to have a suspiciously large hitbox, and also possibly implementing difficulty scaling of some kind.