TDZSG by FlipskiZ
WASD - Movement
R - Reload
F - Melee
G - Dynamite
LMB - Shoot
LSHIFT - Sprint
P - Pause game
N - Next Wave (Post-Compo)
, (comma) - Decrease volume
. (full stop) - Increase volume
ESC - Restart game (No prompt!)
Ammo +10 - 1$
HPPack costs relative to your missing health
Dynamite - 5000$
If you are voting, vote for the 'Windows' version.
A few things you should know:
When you sprint you become half as fast for 2 seconds after you stop sprinting and then slower (up to half speed) depending on how much stamina you have left.
When you get damaged, you are again half as slow for 2 minutes, which stacks with the stamina slow.
When you buy a new weapon, or skill a skill you go to the next tier which replaces the three guns/skills. There are 5 tiers of both in total.
The game isn't necessarily about surviving for as long as you can, you can win.
Balance issues guaranteed!
If you want you can edit the map by editing the text file, there is a readme that explains what number is what block in-game.
This game was programmed in C++ with Code::Blocks and the Allegro game programming library within 48h.
This is my first LD game, do your worst.
If you're wondering about the title it's an acronym for Top Down Zombie Shooter Game. Yes, it's very creative.
Changelog:
Post Compo:
v 1.2.5
Remade sprinting to be a lot more dynamic
Tuned the animations a bit
v 1.2
Changed the UI a bit, potentially made it even worse
Added the involvement of the RNG gods to the weapons
Tuned the particle effects a bit
v 1.1.5
Added sound effects
v 1.1.1
Few fixes and tweaks
Added a next wave button
v 1.1
Balance changes
Base map changes
Better graphics
Particle effects
No longer shoots when clicking a button on the GUI
v 1.05
Enemy HP Bar gets revealed only after getting hurt
Smaller wait before first wave and longer after that
A few other minor changes
Compo Version:
v 1.02
Fixed pause not pausing
Fixed the bullets not displaying bug
v 1.01
Changed one line in the tooltip so it made sense.
v 1.00
Release
R - Reload
F - Melee
G - Dynamite
LMB - Shoot
LSHIFT - Sprint
P - Pause game
N - Next Wave (Post-Compo)
, (comma) - Decrease volume
. (full stop) - Increase volume
ESC - Restart game (No prompt!)
Ammo +10 - 1$
HPPack costs relative to your missing health
Dynamite - 5000$
If you are voting, vote for the 'Windows' version.
A few things you should know:
When you sprint you become half as fast for 2 seconds after you stop sprinting and then slower (up to half speed) depending on how much stamina you have left.
When you get damaged, you are again half as slow for 2 minutes, which stacks with the stamina slow.
When you buy a new weapon, or skill a skill you go to the next tier which replaces the three guns/skills. There are 5 tiers of both in total.
The game isn't necessarily about surviving for as long as you can, you can win.
Balance issues guaranteed!
If you want you can edit the map by editing the text file, there is a readme that explains what number is what block in-game.
This game was programmed in C++ with Code::Blocks and the Allegro game programming library within 48h.
This is my first LD game, do your worst.
If you're wondering about the title it's an acronym for Top Down Zombie Shooter Game. Yes, it's very creative.
Changelog:
Post Compo:
v 1.2.5
Remade sprinting to be a lot more dynamic
Tuned the animations a bit
v 1.2
Changed the UI a bit, potentially made it even worse
Added the involvement of the RNG gods to the weapons
Tuned the particle effects a bit
v 1.1.5
Added sound effects
v 1.1.1
Few fixes and tweaks
Added a next wave button
v 1.1
Balance changes
Base map changes
Better graphics
Particle effects
No longer shoots when clicking a button on the GUI
v 1.05
Enemy HP Bar gets revealed only after getting hurt
Smaller wait before first wave and longer after that
A few other minor changes
Compo Version:
v 1.02
Fixed pause not pausing
Fixed the bullets not displaying bug
v 1.01
Changed one line in the tooltip so it made sense.
v 1.00
Release
Ratings
| Coolness | 100% | 1 |
| Overall | 3.13 | 631 |
| Fun | 3.19 | 451 |
| Graphics | 2.55 | 909 |
| Humor | 2.09 | 808 |
| Innovation | 2.74 | 816 |
| Mood | 2.48 | 935 |
| Theme | 3.72 | 396 |
Some things though:
- Zombie AI could use some improvement
- You might want to consider using images instead of buttons text, because I hate to read while being eaten to death :D
Sometimes the bullet graphic was invisible though, but maybe that was just my computer.
My biggest difficulty was the shop. There is a lot of information on the guns making it difficult to read and compare when you can't pause and have zombies chasing you. You would probably have been better showing three upgrades to the current gun like "+2 magazine size" or ".3 second faster reload", something that would fit on the button. A player could look quick and see his options in a split second, and even if he selected the wrong power up from what he wanted, he knew it would still be better.
Good job otherwise though!
I agree graphics and GUI could be updated and cleaned up for user experience and clarity, but I glad to see you're stay up-to-date with updates and a post-Compo version :)