Pile of Corpses by TORT60091
Use dead bodies as a foundation to climb higher and escape from zombies! All assets was made for this jam except audio and one explosion effect. Start with nothing and create big Pile of Corpses :)
https://youtu.be/gMqhTTw5crY
Rensen - programming https://vk.com/aroundmyway
TORT60091 - game design, art http://TORT60091.com/ https://twitter.com/TORT60091
Ratings
| Overall | 306th | 3.688⭐ | 66🧑⚖️ |
| Fun | 140th | 3.852⭐ | 66🧑⚖️ |
| Innovation | 261th | 3.603⭐ | 65🧑⚖️ |
| Theme | 807th | 2.968⭐ | 64🧑⚖️ |
| Graphics | 467th | 3.672⭐ | 66🧑⚖️ |
| Humor | 337th | 3.169⭐ | 64🧑⚖️ |
| Mood | 610th | 3.283⭐ | 62🧑⚖️ |
| Given | 83🗳️ | 77🗨️ |
If you decide to push it forward, i would recommend you allow to pick and move the enemies (like Mario does with Shells)
Good work!
Keep up the good work!
Bit hard since i just had a touchpad, but still totally enjoyable

Clever idea, very original. Nice overall execution too. Didn't overstay its welcome either, the game ended just before the mechanic got boring. Of course it could be built upon to get more content. Some kind of shopping system and different enemies are the first thing that come to mind.
I have some minor gripes with the controls. The biggest issue was losing the cursor and clicking outside the screen. Should probably lock the cursor and use custom "virtual cursor" that could also be more visible too. Maybe drawing a line from gun barrel to cursor would help too. Well, a laser sight could be a viable purchase in the shop. :wink: Also machine guns so you wouldn't need to keep clicking. The grounded detection for jumping was very finnicky when on top of enemies. I had few times when I was standing on an enemy, went for a jump and just nothing happened and I fell to my doom. Also pressing down on a roof was a feature I wasn't ready for. I tried it in hopes of panning the camera down and of course again, I fell straight to en enemy.
And now that I'm on the topic of camera, it could use some love too. The follow target should probably be the cursor and not the character. Or to be more exact, the mid point between cursor and character clamped to some nice maximum value. It makes no sense that when I'm moving right and shooting left that the camera is panned 2/3 way to look to the movement direction and I can't really see what I'm shooting. Would really help with those clearing sections where you're on the roof and have no idea what is under you. Those situations felt quite awkward also because you can't shoot straight down.
The art was clean and nice. Could have used some more effects and variations though. Maybe some color/face variations on enemies. Definitely some particle effects like for jumping/landing (enemy too), bullet hit when not killing. And those same actions could use a sound effect too. The shooting sound wasn't bad. If I'm not fully mistaken, there even was some variation in it so it didn't get monotonous very fast. But it still kinda did because it pretty much was the only sound effect. I think the only other one was the killing sound but that was kinda bland and quiet in comparison that it didn't matter that much. It would have needed more oomp, that *"yess you just killed something"* badassery.
And next to nice and bassy sound effects, one easy way to add that oomp to actions is the pinnacle of game design, screen shake! Of course it's easy to go overboard with it and some people don't like it (or get nauseous) but god damn it makes games feel more dynamic and less boring. And I'm pretty damn sure you used Cinemachine and it's super easy to do with that. Well, not like making camera move randomly for a small amount of time is rocket science anyway.
Anyways, good job, really liked it! :thumbsup::sunglasses::thumbsup:
All in all: Very nice! :)
Soo cool feedback, thank you man. The one word that I can answer you is YES ))))
We will continue working on the game after jam and will adding most of your feedback especially about camera movement and navigation, cause you gave us a really good ideas! And thank you for it again!
Good job, you there)
One minor suggestion I would have - is you aren't actually able to shoot directly down, because of the way the character flips. I was standing on the roof and wanted to get the zombies but had trouble.
Outside of that, this is a fun and charming game! Nice job!
- Graphics are clean and animations are really nice!
- Feedback in general is kinda weak. Maybe add some screenshake and some heavier bass and crack to the guns and enemy hit sounds.
- Aiming directly down is awkward, but I only figured out I could leave the flag to kill everything on the last level. So this isn't such a big issue.
- Cute game over text. :)
Great work! Can't wait to see what you guys do next!

The only thing I'd suggest is maybe change the goal flag to something else that makes it clearer you're supposed to eliminate the zombies at that point - I sincerely thought at first I had to stay on the flag in order to finish.
- It's really unclear what you're supposed to do. At first I thought that the number at the top was a timer and you had to stay at the flag for that long, so my first attempt, I left the flag, and then couldn't get back up, so I restarted.
Next, I thought it must be the number of enemies you had to kill, but I still thought you weren't allowed to leave the flag while doing that, so it was really hard to complete the levels where you couldn't see where the remaining enemies were.
I finally figured out that it was just remaining enemies with no other limitations, but that was really unclear and the game makes it very easy to get a wrong idea of the expectations.
- There really needs to be some way to look and see what's around you. On the last level I failed initially because I jumped down and landed right on an enemy. I eventually decided to just stand on the flag platform and fire randomly in circles until I hit every enemy, as there was no real way to make sure I wouldn't jump on one again.
Good job :slight_smile:
I agree with all your comments. And we will try to solve these problems
Do you have ideas about flag alternative, what it can be?
It' be cool to see some evolution in the zombies too, so maybe, round or other shaped zombies that act/move differently to solve different puzzles. ( Floating zombies for water parts for example ? )
