Across Death Street by Jonathan Lorenz
You play as a robot rescuer in a zombie apocalypse. Your goal is to help the humans reach as safe place.

DISCLAIMER: The original upload was VERY buggy. It is still accessible in the itchio page but it is basically unplayable.
This is a classic case of overscoping. The original goal was to have an inverted tower defense, where you build and upgrade a team of survivor and go through different groups of zombie. However, just coding a very simple AI took me way longer than expected. So now we have a prototype where the survivors follow the robot and fight zombies. But that's pretty much it.
| Link | https://jonathan-lorenz.itch.io/across-death-street |
| Original URL | https://ldjam.com/events/ludum-dare/50/ld50-1 |
Ratings
| Overall | 1032th | 3.25⭐ | 28🧑⚖️ |
| Fun | 998th | 3.096⭐ | 28🧑⚖️ |
| Innovation | 679th | 3.327⭐ | 28🧑⚖️ |
| Theme | 1338th | 2.692⭐ | 28🧑⚖️ |
| Audio | 557th | 3.404⭐ | 28🧑⚖️ |
| Humor | 904th | 2.583⭐ | 26🧑⚖️ |
| Mood | 744th | 3.44⭐ | 27🧑⚖️ |
| Given | 16🗳️ | 27🗨️ |
It would be interesting to see this expanded with team management element where you could control the survivors to fix the machine or improve it in some way as time goes on, becoming a more powerful version (e.g. clicking the survivors to collect scrap, add weapons, etc), going from a small robot with a single gun into a tank-like super zombie-killing machine.
Something that would be neat to add would to allow the player to see the trajectory of where they are aiming because it felt like a lot of the time where I aimed wasn't where it shot.
I never knew I'd enjoy a game playing as a deadly shopping cart! Awesome!
As you said, it currently lacks gameplay. I am sure you have idea what you want to do with the game, but just throwing out a few here:
* Lower robot targeting (turret turning) speed, so then it actually matters where you position yourself.
* Robot could collect and provide equipment to survivors.
* Maybe you need to convince survivors first somehow (dialogue, give item, threaten) for them to join you.
* Maybe a switch to turn-based combat could be a thing, so the player then could control all the human survivors removing the need to write AI for them.
The environment looks great and the thematic lighting helps here. But in the future, I advice when determining the position where to shoot, specify which layers to hit (and ignore) in the raycast checks (keep environment object in separate layer for this reason) as currently tries to hit the base of the lamp of the lamp, when accidentally clicking on the lamp mesh (same happened with trucks and other barricades). I would expect the click to go through the lamp.

By the way, well done making it impossible to hit survivors - would have killed at least a few as currently they behave the same as zombies :joy:
P.S. Nice twist when reaching the final sanctuary :upside_down: