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PabloIR

28
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1
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4
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A member registered Feb 03, 2023 · View creator page →

Creator of

Recent community posts

Thanks for taking the time to play our game and giving feedback. Glad you enjoyed our game.

Nice game. I'm glad to see a somewhat non-violent zombie game.  It is an original idea fitting the theme, nice graphics, and SFX, though I'm not 100% sure of the music it isn't completely awful either. I like the NPC vehicle too. 

Thank you for taking the time to play our game and giving feedback. The helmet started after our 3d artist first revealed the zombies. I told him that the hair looked like it could easily be detached from the main model and we could make it a different object attached to the head to have some variety in our zombies, maybe even adding some helmets for added difficulty. He made and shared the bald zombies and the two helmets in a short time but never shared any hair, not even the original hairstyle. In the end, all our zombies ended up bald. Glad you enjoyed our game.

A nice and relaxing game, it took me a while to finish but I couldn't stop until I found every shell and crab. Good graphics, original mechanics, and fitting music and sound effects. The right-click camera could use some work and I'm not sure how much it fits a last-stand theme but nonetheless a good game.

Thanks. It still feels incomplete. We would have liked more time to add weapons, more zombie variety, and a mechanic similar to your game where the zombies attack a door leading to other survivors if you are too far away. Still happy with the results. 

Fun time waster. The starting volume is too high, it can be easily changed in the settings but I feel it would be better to have a lower starting point. Good gameplay loop and mechanics. Sometimes the available upgrade path is annoying, forcing you through a certain path and can feel like forcing downgrades. 

Thanks for giving feedback. We might not have implemented every idea we wanted but we did somewhat complete a game and learned doing it.

Thanks for taking the time to play our game and giving feedback.  We planned to add more powerful weapons with limited ammo. We also planned to have the zombies target and eventually open the closed door on the upper floor but we ran out of time to implement it. I believe your game to be The World Gem. The game itself is fine but you either need to shorten the opening cutscene or a way to skip it (Or if you can skip it make clear how to do so).

Not a bad game but there needs to be a way to skip cutscenes. It only happened once but a normal enemy was either way too tanky not going down or I kept missing point-blank shots. Good visuals, SFX, and music. I don't know if it fits the Last Stand theme but it was a good game.

The reload mechanic is interesting, it takes some time to get used to it, but it adds to the gameplay. Good atmosphere. The level is a bit too repetitive but otherwise is fine. Good SFX. I enjoyed playing.

Thanks for taking the time to play our game and giving feedback.  Glad you enjoyed our game. I know I did yours.

Thanks for taking the time to play our game and giving feedback.  Glad you enjoyed our game.

Thanks for taking the time to play our game and giving feedback.  Glad you enjoyed our game.

Thanks for taking the time to play our game and giving feedback. We planned to add more powerful weapons with limited ammo but lacked the time to implement them. Glad you enjoyed our game.

The UI needs some work but the game has good art, music, and SFX. It also has smooth and enjoyable gameplay. To me, it felt like the reload time was too long and the rest time too short, but it could be I'm just bad at the game. All in all, I had a good time playing.

The UI needs some work but the game has good art, music, and SFX. It also has smooth and enjoyable gameplay. To me, it felt like the reload time was too long and the rest time too short, but it could be I'm just bad at the game. All in all, I had a good time playing.

Hello, I'd appreciate it if I could borrow a few minutes of your time to try out our game and give some feedback. I made a zombie survival FPS game in Unity with some friends. It's been a pretty hectic week but we have a playable build: https://itch.io/jam/gamedevtv-jam-2024/rate/2738857 You can move with the W, S, A, and D keys, a controller d-pad, or the left stick (left stick doesn't move forward or backward on WebGL for some reason), jump with space bar or the right shoulder button, run with the shift key or left trigger, and fire with the left mouse button or the right trigger. We have 3 builds Webgl, Windows, and a macOS build. It's our second Jam and we'd like to know what we did right, wrong and where we need to improve.

Not the most original idea but it was implemented pretty well. It had smooth gameplay and it can be a fun timewaster. I'd recommend some refining the tile placement, water fountains are usually attached to a wall or a column with impassable terrain, and it would be a good idea to disable player movement after death. If you are planning on working some more on it I would consider adding the option to upgrade projectile size and rate of fire. I would also consider a dodge cooldown that can be reduced if you insist on not adding any more attacks/spells. All in all, it is a good game, especially considering it is your first Jam.

Not the most original idea but it was implemented pretty well. It had smooth gameplay and it can be a fun timewaster. I'd recommend some refining the tile placement, water fountains are usually attached to a wall or a column with impassable terrain, and it would be a good idea to disable player movement after death. If you are planning on working some more on it I would consider adding the option to upgrade projectile size and rate of fire. I would also consider a dodge cooldown that can be reduced if you insist on not adding any more attacks/spells. All in all, it is a good game, especially considering it is your first Jam. 

Hello, I'd appreciate it if I could borrow a few minutes of your time to try out our game and give some feedback. I made a zombie survival FPS game in Unity with some friends. It's been a pretty hectic week but we have a playable build: https://itch.io/jam/gamedevtv-jam-2024/rate/2738857 You can move with the W, S, A, and D keys, a controller d-pad, or the left stick (left stick doesn't move forward or backward on WebGL for some reason), jump with space bar or the right shoulder button, run with the shift key or left trigger, and fire with the left mouse button or the right trigger. We have 3 builds Webgl, Windows, and a macOS build. It's our second Jam and we'd like to know what we did right, wrong and where we need to improve.

Hello, I'd appreciate it if I could borrow a few minutes of your time to try out our game and give some feedback. I made a zombie survival FPS game in Unity with some friends. It's been a pretty hectic week but we have a playable build: https://itch.io/jam/gamedevtv-jam-2024/rate/2738857 You can move with the W, S, A, and D keys, a controller d-pad, or the left stick (left stick doesn't move forward or backward on WebGL for some reason), jump with space bar or the right shoulder button, run with the shift key or left trigger, and fire with the left mouse button or the right trigger. We have 3 builds Webgl, Windows, and a macOS build. It's our second Jam and we'd like to know what we did right, wrong and where we need to improve.

It is an original idea. The idea of a 360 defense isn't for me, especially when there is no way to tell if enemies are coming from behind without rotating the camera. Not necessarily a bad idea, just not for me.

It was an original interpretation of the theme. There was no sound for me so I couldn't rate it. The collisions could use some work. The canvas wasn't properly aligned making it impossible to understand without entering full-screen and even then some text seems to be rendered outside the game window.

An original interpretation of the game. The game itself is fine but it feels like the customers come in way too quickly and besides the fruit, it isn't clear where to find the other elements. Not that it is hard to figure it out but it wasn't intuitive for me.

Can't say it is a bad game because there isn't anything there to call it a game yet. The gameplay area is minuscule but the camera follows the player anyway allowing you to see beyond the play area. I would recommend blocking the camera for small levels, if you are going to have the camera follow the player try to learn to place limits on it so it doesn't show anything beyond the play area. Another recommendation is to create objectives.  Unless it is some kind of sandbox game there should be a winning condition and there doesn't seem to be any here. Defeating all your enemies, collecting any number of objects, surviving a certain amount of time or enemies and/or reaching the exit are some of the most common objectives in a game. Don't be discouraged if it was your first attempt and you didn't have enough time to finish this time. Consider it a learning experience.

It is a simple game, and that is not a bad thing. It is an average time waster. I would add another way of changing colors thought. Allowing you to circle colors with the scroll wheel or the right mouse button would add something to the experience.

Thanks! Glad you enjoyed it. We learned a lot making it and are pleased to have reached this state with such a restricted development time.

First time poster. We made a zombie survival game with some friends. It's been a pretty hectic week but I believe we have a playable build: https://pabloir.itch.io/gdtv-last-stand You can move with the W, S, A, and D keys, a d-pad, or the left stick (it doesn't work properly on WebGL for some reason), jump with space bar or the right shoulder button, run with the shift key or left trigger, and fire with the left mouse button or the right trigger.
We have 3 builds Webgl, Windows, and a macOS build that is a bit behind.