Also yes the piano is a live recording,
I tried using my phone which did not work out very well especially for loud parts.
Some help for the other messages:
howl: .... --- .-- .-.. ---.
MunchDuster123
Creator of
Recent community posts
Thanks for the feedback, I agree with that I should focus on getting things to work properly so the next update will have solely that in mind.
I will try to improve the runway at some point. If there are any other things that you think the game could use/tweak, let me know. I want to keep an ear out for new ideas or changes that you want.
Yeah, my next steps are to go through and iron out the movement, jumping, I can't even remember if I assigned ctrl to anything.
The runway is dark deliberately, is it too dark?
At the moment, all three weapons are available from start. I will add some sort of menu weapon selection at some point (when there are more weapons to choose from)
I had an idea to make the zombies ragdoll on death, is that a good idea?
Depth of Field is still a work in progress at this point.
I'm going to continue this game as a separate itch.io project,https://munchduster123.itch.io/zombie-game.
Thanks for playing! I appreciate your honesty and agree that there needs to be more than shot and open doors. I think giving players a secondary thing to do would add some variance and make it less boring. (If you have any ideas, I'm all ears)
Just a thought, would more types of weapons, zombies, new maps, etc fill that gap or at least help with it?
Thank you for playing! Thank you even more for the detailed and in-depth feedback! I really appreciate it!
- I will add a tutorial (teach controls), onto the to-do list.
- Adding a reticule has been suggested by other players, and I agree that its a good idea.
- Also some way that highlights the next door or gives some indication where to go.
- The reload time is pretty slow (now that you mention it),
- I should improve the map so that it more naturally makes camping difficult.
- Player receiving damage indication was high on the to-do list but didn't make it in time (no excuse not to add it later),
- some sort of system where the zombies flinch when shot makes sense.
- Yes, the grenades take too long explode, easy fix (3s to 2s) and maybe increase drag on ground so that it doesn't roll too far.
Note: the grenades also show that the zombies move too fast and the map first room is too big.
- Some variance + improvement to the death of the zombies.
- Also when the player dies, some sort of 3rd person slowed-down view to show what happened after death will help understand (means I need to make a player model)
[I'll make a devlog when thing major changes have been made]
What was the scariest part? (sfx, animations, models, map, lighting, colors, damage, jump scares, etc)
Any ideas to make it less scary?
I want to make a game that isn't too scary for pretty much everyone (age +12 roughly) . Maybe I could even add some settings to control the spookiness like (mild, spooky, creepy and nightmare modes) which would affect the mentioned factors above to allow the player to have a better, more suited experience.
The game is pretty unique for the jam, but its just not that fun. There's not that much even in the math context. You could have added differentiation, division, sumofs(Σ), graphs, polynomials like parabolas (vertices & intercepts questions), two graphs intercepts, trigonometry, algebra, number theory, etc. To make the gameplay more varied and interesting. Also a time limit per question.
When I pressed enter, it would deselect the input field, meaning I had to reselect with mouse every time which was annoying. More graphics would have been nice. (I'm a sucker for post processing) and music would have been nice as well.
Pretty good score, but the belt came down.
The potato and hands can go through each other if you move too fast and the hands have box colliders (a trapezium with a wider base would be more appropriate.) The text is pretty hard to read (counting down and score text) The info on the main menu doesn't have a way to close it, so you have to restart to play. Those are pretty big issues, but other than that it was really fun! Nice graphics, simple gameplay and good feedback. Great work for you first game jam!
Its a fun little game that was just simply, quite nice. I reckon the style of simple textures and graphics is a fun idea but needs some work, thinner lines so that shapers are is easier to tell apart and text is easier to understand. The game is reminiscent of those flash games with a similar goal like yeti sports.
The music was nice and the story was funny, satirical even. It also fits the limitation and theme very well, good work.
Thanks for appreciating the music! Its probably the single most difficult thing to get right in my opinion. This is the first time I have made music that changes as the game progresses. I do plan to continue working on this and hopefully even add LAN multiplayer so that I/you can play with friends. I hope to add other zombies, maps, weapons and etc. (Every time I think I'm going to work on a game after the jam, my motivation seems to die instantly when the jam ends, so you might need to remind me.) also btw I use Netcode for GameObjects (introduction and tutorial by CodeMonkey) and I'm looking into using Unity DOTS to really optimize the game (introduction and tutorial by CodeMonkey)
I have a love-hate relationship with animations, so I'm really happy that you like them (I made them). I did get feedback from my playtesters that a crosshair would have been nice but I didn't add it (mistake). I did try to add a sound when you hit the zombies but it mostly just blended in with the gun firing sound. I agree that since shooting zombies is like the main thing, I should have added more feedback and even made it more satisfying with more effects. Thanks for playing, I spent like 8-10 hrs a day on it for the 3 days.
Thanks! I have previously made 3 FPS games, so I knew how to get things going fast, before starting I made a planning doc (link here) to plan out the gameplay and map. Some things were left out and the the economy spreadsheet (link here) didn't get used at all. When I was playtesting, I wanted the game to take a while to finish and be hard enough that finishing was an accomplishment, but I made it really difficult in terms of ammo (not enough). Also baked lighting really makes the game map feel more detailed. Even though the baking had issues (some objects having clear seams / random dark and light spots) it gave a worn out and unused feel to the airport, which worked out for the theme of the map.
https://drive.google.com/file/d/1nARsdxiL8_PUJlwv-xDzVFl3E2Co5qgH/view?usp=share...
Me realizing I need to back into the spider pit.
I nearly quit after not figuring out how to open the cell for the very nice lady in the second level. But eventually did the thing and got dead and then my last two brain cells rubbed together to figure it out. I really love how well this game is done! Sticks to the dungeon theme and is really thought out. I love how this game teaches you to have a self protection pot at all times.
I agree with TyRuss11 in terms of the background, an irregular but logical pattern might have helped with that (Just occasional spots of different colours or along/near walls like dirt, etc), the music was a bit repetitive but still good enough that I was VIBING. The gameplay is pretty cool and I got a pretty good score (if I do say so myself). The hitback from the bullets turned out really useful at keeping back hordes and became a really useful feature.