Zombug Slayer by jordanvang
It's been a journey (with many miniature heart-attacks). After 72 grueling hours, this is the project in which I have to present to you all. This is my first Ludum Dare, so it is very exciting to show you all what I made. I'd love to know what you think and I would love to hear all of your feedback!




| Youtube | https://jordanvang.itch.io/zombug-slayer |
| Original URL | https://ldjam.com/events/ludum-dare/45/zombug-slayer-1 |
Ratings
| Overall | 387th | 3.608⭐ | 39🧑⚖️ |
| Fun | 262th | 3.645⭐ | 40🧑⚖️ |
| Innovation | 822th | 2.838⭐ | 39🧑⚖️ |
| Theme | 645th | 3.203⭐ | 39🧑⚖️ |
| Graphics | 540th | 3.539⭐ | 40🧑⚖️ |
| Audio | 497th | 3.108⭐ | 39🧑⚖️ |
| Humor | 135th | 3.703⭐ | 39🧑⚖️ |
| Mood | 615th | 3.276⭐ | 40🧑⚖️ |
| Given | 30🗳️ | 50🗨️ |
Reminds me of The Escapists a little
Died in the room with the zombie horde rolled in. Had a hard time imagining what I'd do differently, and felt like a lot to replay.
Have full marks for theme, you bastard
Premise and art is pretty good, despite how simple it is, so props to you for that! The shooting is hella satisfying, and there's blood everywhere with every shot. Doesn't seem to be well-balanced, though... The enemies hitboxes are smaller than their sprites, meaning half my shots miss unless I'm aiming directly down their center... which is difficult when it comes to the white runners. A circular hitbox for the player might help with the problem of getting stuck on edges, which happened quite a bit and killed me once or twice. The super-horde room is where I keep getting stuck at, where neither the shotgun nor the machinegun were adequate weapons to kill multiple runners at a time in such a small area.
Also, at the start of the map, the game lags like HELL on my laptop! I have to wait for thirty seconds or so before the game starts running like normal, and I have to sit through the lag each time I respawned. Also, I noticed that during glitchy moments, the whole floor shifts a bit, which reveals that you may have set every floor tile individually instead of just using one big plane... That might explain why I'm lagging so hard.
Technical issues aside, the gameplay is really fun, and I like the design choice of making zombies invisible until they have direct line of sight to you. Can't predict where they'll pop up from, which makes it all the more exciting! All in all, a strong first entry. Good job!
And I've also been trying to fix the lagging at the beginning, where I can say for certain it's not the tiles that cause the lag, but it's actually the enemy pathfinding, so I'll have to fix that bug when I have the time, but I like the idea of using a big plane.
Thanks again for spending your time playing and writing this... and to the final boss inquiry... I've got nothing to say. ;)
I love how the gun works, it's really, really fantastic. The only thing with that is when buying new guns it would be nice to have a visual indicator (I had no idea I was using the shotgun until I started killing zombies with it.) The art is really cute, it's a nice cohesive art style.
I did encounter some pretty bad lag, especially at the start.
I also personally really like the meta narrative, it was fun. I really enjoyed your entry, congrats on finishing!
Pretty impressed with the look and feel of the game in general, nice work for the amount of time you had.
2 technical notes:
1. It would be easier to deal with the oncoming horde when you link a computer if you immediately close the menu when that button is pressed. I died a few times trying to fight with the menu still up!
2. Looks like the character sprite stops moving sometimes. My guess is that it's due to the character's box collider clipping on the square tilemap colliders. I think this can be remedied by making the character's collision box ever so slightly rounded on the corners and setting its friction to 0.
I got confused at the end. Nothing happened in the room ;(
At first I didn't know how much $ I had, it was a bit too small. Maybe put it next to the health bar?
Sound was a bit too loud. I had problems adjusting it to be at correct volume.
I'd play it again if you made more levels with new enemies and weapons.
Good job !
But awesome feedback, and I'll be sure to make things much more clear. And I'll definitely work on balancing things!
A minor point: may want to spend some more time on colliders. There seems to be some collider issue on both the walls and the enemies.