Zombieton by Norris Eldridge
Kill zombies, get better stuff, kill more zombies. Enough said.
| Source code | https://github.com/norriseldridge/LD44 |
| HTML5 (web) | https://neldridge.itch.io/zombieton |
| Original URL | https://ldjam.com/events/ludum-dare/44/zombieton |
Ratings
| Given | 39🗳️ | 53🗨️ |
With some knockback on the zombies, shooting and hitting them would have been even more rewarding.
Also some kind of boss or endgame would have been nice - I did not know what to do with all of the 'BP' after getting the shotgun.
And also - nice dialogue system!
Would like to see this game expanded with different mechanics as it gets repetitive after while. Anyway fun to play. Good job.
Nice music choice. The mood was nice too. I would have liked if the character and zombie sprites had a facing up animation so there was a slight difference between walking up and down.
Nice entry.
I noticed one problem. I think I spent all my blood at the store and died from it. After that, I could start the game, but I couldn't move my character.
also thanks for calling that out, I wonder if perhaps a refresh of the browser would fix that issue. There is supposed to be logic there to make sure you don't spend more BP than you have but there's probably a bug in there :P I'll have to go take a look
The standouts were the music, which nicely set the stage for the action sequences, as well the overall UI and game structure. I really liked the attention to detail in the menus and scene transitions, it helps it feel like a full game instead of a prototype.
Good fun and awesome audio.
Fun game, it reminded me the days of Newgrounds. :)
The graphics are nice and the music is really cool.
As for the gameplay, it's correct, katana is always my go to weapon when it's available in those kind of games^^.
As others said a bit more feedback would be great, knowing when you're hitting something or how much life you still have (don't know if you can actually die^^").
As a way to spice up things, you could spawn more zombies as you go back to the death ring. It would make you feel a bit more inclined to use firearms, or make you feel like a zombie slasher from hell if you keep it to the katana haha.
I didn't encounter any bug except for the first encounter where I had to reload the game because I was stuck to the shop.
Goog job! o/
like others mentioned, more feedback would be nice like a knockback, projectiles while shooting, indicated range, bull's eye.. etc :)
graphics were cute, I thought the shopkeeper looked great hehe. music was very fitting :)
Would have liked a better walking animation, but alas, this is a gamejam right ;)
Pistol is too ineffective compared to the bullet price imo. Maybe tweak it a bit more + added zombies/levels.
Maybe you can make sort of procedural levels where you have to obtain a quest objective and have to rade through a sea of zombies bc of it.. :D and on the way you farm body parts for better equipment. Would definitley play that :D
that's not meant to be bad though - a lot of games offer weapon/gear choices and some of them just suck haha (or are "personal choices" yadda yadda) the way I see it, that just adds realism to your game:
shotgun>pistol
(defo with zombies! :D)
The katana is overwhelmingly powerful for its cost, I never felt like I had to switch from this weapon. After entering the battle screen, it's possible to win without doing anything but left clicking, without regard to character facing with the katana. The BP loss from taking a hit is a too low after the first battle. Without attempting to dodge at all, you are assuredly going to come out with more BP than you entered with using this strategy. The zombies are rarely alive (or rather... undead) long enough to do any significant damage after the first battle using only the club. After the first outing, coming back to the fight screen with the katana is a bit game breaking.
The pistol, though more cost effective than the shotgun, is far more destructive since enemies tend to approach in lines. Though if you accept hits from the zombies to let them bunch up, the shotgun starts to outperform the pistol. Different weapons for different situations, I suppose. But because the zombies only come from one or the other side, the shotgun sees limited applications.
I think with a difficulty hike and maybe a few less predictable vectors for the zombies to attack from, this game would be pretty awesome.
The art is good. The music is excellent. I definitely got the Doom vibe from the music. Props for making perfect zombie killing music!
Pretty good overall, I'd say. Probably just needs a couple of tweaks to up the panic factor.
I hear ya. 48 hours is exactly enough time to get overly ambitious! Hope you continue with this one. I think it has a lot of potential.
I tend away from consumables in most games and this one was no different. I much preferred the katana to either of the guns.
I would love to see content expanded a bit, particularly a way to 'win'.
Definitely a fun idea. I liked the music and the usage of drums as a sound effect for the pistol (though it kinda confused me at first)
I seems a little unbalanced overall, with it becoming too easy to win (especially with enough hitpoints). I also noticed if you just stand in the middle of the zombies, the zombies will kill themselves with attack damage until there's only one left.
Gameplay was definitely smooth though, and it's a good start into a concept. Also, congrats on finishing your first compo!