The game has potential but it isn't polished enough. I don't quite understand the gun system and there are times where I die/didn't die but I won the level because I got hit.
Yeah, I'm working on adding support for keyboard and keyboard + mouse tonight! I didn't want to take the time to try and tweak for the different control schemes over the course of the two day competition but now that the compo is done I'm going to get those in. I'll also get in some more audio/visual cues, another trait or two, tweak the trait occurrence rates, and perhaps throw in some hazards in the arena to help mix it up.
A game with no comment and under 200 plays with a score of 4.43? Seems fishy...
Anyhow, I played it and found it alright but then after Day5 (600M) or so the game glitched up, none of the animals died. All of the arrows just got stuck on them. Makes one really wonder about the score this game has...
Got to level6 with a score of only 378. I guess some people got to level 60. O_O Anyways, I had the wasd controls mess up on me twice. My guys just stood there. Might want to check in on that.
Very solid shooter to bypass some time with. I managed to win it in around 12 deaths. The only issue I find is with how the enemy bullets and the the coins look eerily similar. If you plan on making another shooter, be sure to add a lot more features to it. Great effort nonetheless!
You have a good concept here and the game is quite decent but there are lots of room for improvements. There is a bug where if you jump from a top platform and land into a new map, you go below the ground and get stuck there. It's also annoying how you can't attack when you're being hit and how that couples with hit detection occurring every ~0.5 seconds. The level select page and inventory page seems slowish sometimes. The handling events for it needs to be smoother.
I know your description says "hardcore shooter fans" but it would still be a good idea to add a difficulty setting, Normal and Hardcore would suffice. As it is now, I died on level 1 like 3 times from the start. Your starting weapon is so slow and weak that I had to 'avoid' enemies in order to finish the round. The casual player would probably have to grind the start levels so many times to afford upgrades to make the game less frustrating. Another thing I find is the hitbox, your guy's head is just a bullseye board on top of the ship. Lastly, a lot of the dialogue needs polishing. They need to be longer or click-to-advance/remove.
This game has great potential to be awesome but there is just WAY TOO MUCH faults with it. There's a huge lack of information on what the stats do and there was a hat that gave SPEED+? The food system needs balancing, your people eats them faster than they can be accumulated. I've failed a recruit mission 4 times with 2 and 3 people and 0% danger. On the 4th recruit, I found a (stupid) "hot model" and all 3 of my people die? What the.. hell..? And as people have said, it makes no sense that 0% danger causes them do die. The screen is so small and the zoom function doesn't do anything. And the raids, it can just pop up randomly and you are completely screwed. This happened to me and it said I lost nothing and managed to kill like 35 zombies, then GAME OVER occurs. You need to provide more information to the players as well as introduce difficulty because this is just too insane. Good work otherwise though. Hope to see changes soon.
Yeah, I'm working on adding support for keyboard and keyboard + mouse tonight! I didn't want to take the time to try and tweak for the different control schemes over the course of the two day competition but now that the compo is done I'm going to get those in. I'll also get in some more audio/visual cues, another trait or two, tweak the trait occurrence rates, and perhaps throw in some hazards in the arena to help mix it up.