Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Teller03

7
Posts
2
Followers
9
Following
A member registered Apr 11, 2023 · View creator page →

Creator of

Recent community posts

I think I'm just awful at these kinds of games 🤣 born and bred FPS kid.

I couldn't keep my health bar high enough, and it seemed to stay at the midpoint or below for the duration of my playtime, possibly because I had too many cards drawn to fight with? I wasn't sure how to top it up, and took too many risks to gain the low amounts of health on the board, and ended up dying by running out of cards. Hope that helps!

This is a good zombie wave game! I like the cyberpunk aesthetic, however, tag it with an Epilepsy Warning for now! There is an issue with the ceiling light in the first room, where looking up (or having the globe enter the top half of your screen) makes the yellow light flash rapidly and without warning. Highly unlikely to cause a seizure with a currently small amount of players, but if you want to market this further, I'd fix that first, just in case.

Back to the game - excellent moody lighting, I like fighting zombies in the rain with swords and guns with a lost treasure at risk, but a little more polish can be added to make it feel more cohesive:

1. Make the rain thinner - It's really hard to see through it, and it was making me quite dizzy, making it even harder to aim through
2. Add weapon-related feedback upon hits - I couldn't tell if I was aiming correctly with either the sword or the gun, and the gun felt less reliable. Headshots seemed slightly more effective than body shots, but they were hard to land through the rain
3. Audio mixing - zombie are basically on silent mode until they've snuck up on you, then they growl in your ear at the same volume as the music blasting from the car, which is not a good way for the player to judge which enemies to knock down first. Maybe add zombie footsteps, or find a way to make them quieter when they are further away, as an aural cue for the player?
4. Aforementioned lighting issue

I love the points system - would love to see more! Encouraged me to keep fighting through the rain to see what was behind the elaborate doors. Fun, intuitive FPS with a solid environmental design.
I'd love to see this revisited at some point, zombie cyberpunk is my new favourite genre now. ♥

I'm personally awful at these games, but I loved the audio cues! They overlapped sometimes, but that does happen. The balloon pop and the fanfare are so satisfying to hear, even if one of them is a bad result lol.

Noticed a minor detail on the scissors loading out of time when hovering over the menu buttons, but otherwise the game looked great!

A simple game wrapped in a small package of clear UI and varied level design, with a very party-game-like atmosphere. I liked the stars - the allure of using the level physics stopped me from just throwing the ball towards the end goal, so that was a nice touch! A really great design for a short timeframe.

I loved the enemy pathfinding, it put me in mind of Commander Keen (except the slugs are good). I completely avoided the loot bugs/slugs/snails on my first attempt and passed the puzzles, so it kind of created replayability when I realised I was supposed to be collecting them... so I reloaded and got it the second time round lol. Maybe that UI could be clearer, or at least mentioned somewhere other than the title of the game? The other UI features are awesome!

Nice learning curve for the player! The floating head is a little wild as a second room enemy, but you've clearly said 'here's enemy 1, here's enemy 2, now you'll start getting combos in future rooms' and chosen no-nonsense as a feature of the game (and of the jam). I like it!

That floating hair animation is *chef's kiss*

(1 edit)

I haven't played it yet, as it froze on the menu (which also had no padding on the right hand side of the screen, and was merely the blue sky/brown ground of an unloaded scene). I'll hold off on my vote for now! I did hear the narrator 'set the scene' for me, so it sounds like fun! Keen to play! But not really sure how to... are there instructions or prompts we can start with?

Very moody piece! I like the strong narrative - it felt very up to the fates as to how the boy would survive, and sometimes is was purely by luck, as he dropped to -1 food a few times... but I got a good ending! Despite leaving the door open to irradiated streets! Didn't even know zombies were in this game, but I did receive two radios from the military, so that's nice.

I would have liked to see some indication to click the calendar to move to the next day, as it took a bit of random clicking to figure out how to play the game, but once I was there it was intuitive, and I could easily see what kind of game you had created (in the vein of the turn-based branching narrative).

Design-wise, excellent colours (good use of primary and secondary colours that also feel utilitary and I could instantly tell what each item was when it appeared).
Clear and even layout to the main stage, and I love the upgrade you made to the textbook pages! I don't know what the cover says, but I know how hard it is to draw with a mouse, huge props to you. My wrist aches at the thought.

Solid submission, well done!

This is an interesting game! I didn't get very far, but I do like the idea. Found some bugs regarding the cards overlapping and not showing me their description, and had to figure out to drag the cards onto the blobs to actually use them, but not game-killers by any means, just indicative of the time limit.
I appreciate the levels of cards - attacks, heals, deck balancing, and combinations, which give good depth and replayability. Good sound too!