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rating:explicit

5
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A member registered Aug 07, 2019

Recent community posts

Not being able to see the tile you're standing on is very artificial difficulty. Seriously, just make the bitch's head transparent and the game is infinitely more enjoyable. Don't even read the rest of this review, just go into the code and get rid of her fucking head. 

Gallery unlocks are only achieved by beating each area, not by losing to an enemy; this means that there's no tangible reason to go back to the game once you've beaten it. Speaking of beating the game, you don't even get a CG for beating the game. You made a porn game and didn't give us porn when we beat it? Also, the gallery doesn't show any of the dialogue that comes with the game over scenes, meaning someone who wants to view the dialogue (because they're into noncon and that's why they bought this game) has to play through the game and HOPE they randomly die to the one enemy they want.

Somehow, you made me regret a purchase of 3 dollars. I can only hope your next projects are even marginally better than this one.

I have both very strong positive opinions and very negative opinions about the demo.

PRAISES:

The art style is great, and the soundtrack is FANTASTIC. The main menu theme is absolutely blasting, and the in-game music gives this great feeling of adrenaline. 

Killing zombies is very satisfying (great gore and sound design), and using the special weapons is even more so (though the strawberry laser should be much louder).

While I personally don't expect the plot to be well written, it doesn't need to be; the humor shown in the trailer and in-game is great, and I look forward to all the campy one-liners.

This may not be important to some, but I appreciate how the tutorial was both diegetic (given through natural dialogue) and not intrusive. Making the game easy to understand right from the get-go without babying the player is something so many games have trouble with.

CRITICISMS:

The game is WAY TOO HARD, even on "Easy". I spent an hour on Normal and an hour on Easy, and on both difficulties the furthest I got was getting all the gas cans before being mauled at the front door. The camera is too zoomed in on Kaylee that I don't have time to react to a zombie coming from the top or bottom of the screen, and the red-light section only accentuates this problem more. It forces me to waste ammo blindly shooting at enemies off-screen, and the only way to get more ammo by hoping a zombie drops it (which requires ammo to kill it) or by going all the way back outside (which requires more ammo to fight the horde waiting for me there, and since I have to use even more ammo trying to get back in the building, it's pointless). The pickups help considerably, but to the point that they're absolutely essential, despite being completely random. 

I understand why these mechanics are in here--it makes the game scary! Survival horror is all about limited vision/control and resource management. But the game isn't scary, and it honestly shouldn't be. It's a game about an e-girl streamer single-handily fighting off a zombie apocalypse with bubblegum; these horror-esque mechanics just make the game frustrating instead of fun, and a game about an e-girl streamer single-handily fighting off a zombie apocalypse with bubblegum SHOULD BE FUN. 

Also, the lives system is completely pointless. All it does is restart the entire level and all my progress, something that happens anyway when you run out of lives. It should honestly be replaced with an actual health system.

TL;DR I enjoyed how the game looks, sounds, and feels; but it's too frustrating with its difficulty. I feel you guys need to lean more into the ridiculous/fun aspect rather than trying to force survival horror mechanics into your cartoony retro action twin-stick shooter.

Sorry if my review was long, but I hope you read it all. You guys have a lot of potential!

It's like a platforming Simon Says, very cool concept with a lot of potential. However, I feel like someone with poor memory might eventually resort to trial and error, granted they don't "cheat" and write down or label where each obstacle is.

I would absolutely love to see this concept expanded upon. Different levels, different bullet speeds, perhaps other objectives that you also have to complete alongside killing your past selves and not dying?  This idea that the player is directly controlling the difficulty of each run through blows my mind!