Woo, got to wave 77 lol. Nothing like shooting up around 4k zombies shortly after waking up :P. Joel, there doesn't seem to be any reasonable level cap, since I'm at 1071 now after this past round.
woo, made it to wave 71. The final shotgun is much better than the final gatling gun, since I was using the gat for the entire endgame and within a few waves I felt the shotgun was clearly superior.
Nice one Abi, this game feels like your most polished and reasonable game so far, imo. I could pick at details like the 2.5-3 second timer on the shield and the fact that getting blasted backwards into the bubbles is by far the most likely cause of death, and the fact that the difficulty builds up too fast to give most people much gameplay,but on a basic mechanical and aesthetic level, this game works. Keep it up!
Thanks Hotshot. It has indeed gone through a ton of polish. I'm hoping to address the difficulty issues with my "reboot" version (as well as a couple of gameplay-changers).
Nicely designed, but too short and easy overall. Seems pretty similar to death vs monsters in its design. Would be nice if some of the levels were more drawn-out.
Maybe that 'make 10 passes in one match' achievement should be changed to '10 or more'? I made 11 passes in trying to get it, and I guess that was one too many for it lol.
I just watched a Celebrity go to breakfast, then fine dining, breakfast, and fine dining again. I guess next time I see her, she'll head to the clinic.
RE: UI. A HUD at the bottom left or right (or center), showing a red bar and a life indicator, below it whatever else you have going on, such as the ball and laser power as well as whatever else you want. Also if the point is a simple game, the powerups should stay simple as well. Not everything needs a numbered display or you risk overburdening the player with information. I think the best thing you can do is to take inspiration from previous successful games, and see what their strengths were in terms of UI and help.
I feel like I stepped into a pong tournament from hell. Basically I click start and within a minute or two I have no idea what's going on. Some in-game info on the pick-ups would be helpful, since even if one reads the instructions before playing the game, there's still the matter of trying to memorize all the powerups, many of which don't give any obvious feedback when looted. Maybe before the game is started, have a little powerup reference page? It feels like too much is going on with too little 'weight' to any of it; it seems hard to care if you lose. That info block on the right is a bit hard to reference with all the chaos going on, so for future games you should consider making the UI a bit more integrated. The idea seems like an interesting one though.
Still not sure quite what a perfect spin is, though I've gotten through enough achievements involving them by now and beat the game, though you just lost it.
@vgame Are you a ball with flamethrowers and missile launchers shooting at larger balls with assorted weapons? OH WAIT, real life is nothing like that. We're talking about what would make a game more fun, not more lifelike.
This is a pretty excellent game. I do have some remarks though. For a survival horror game, this one does provide the player with too strong a feeling of stability and security imo. The radar is quite long-ranged and never jams, and you get the floor map to every level as soon as you land, so it's easy to know what you're in for before you get there (except for level 7, but I already felt like a god of death and by then, and the setting itself isn't very creepy. Bigger enemies showing up behind you occasionally could be a nice touch, perhaps a special type of enemy would do that. The enemies do seem to be a bit on the easy side after picking up a gauss rifle in level 4, so if there were more encounters that felt like going against overwhelming odds/needing to flee, that would also enhance the survival horror experience. Art and setting-wise this game is excellent, and I look forward to future games from the team.
Thanks for the great comments mate. There is actually a hidden level 3 that killed the radar and was very dark ( Its where we originally introduced the "Red eyes" ), but we felt it affected the pacing. All the code for it is in there still, we just didn't bother doing any art for it and hid it. away.
For the people wondering, your regeneration upgrades to 1 per 1:15 at level 50 and 1 per 1:00 at level 100. Easy enough to get to level 50 in a week though since I'm 42 in about 4 days without paying any money and sleeping regular hours lol.
Game's pretty awesome, and pretty different from anything I've played before. Still, I would think that the blind girl would be the best ninja of them all and should be defending those three guys if you get what I'm saying. :P
dfnord, I was able to finish with 70 health/500 mana and ninjas missing final level of armor myself. I'd say it's appropriately hard to be the last level.
Agh, please just turn off the enemy double turn thing, it's too much to try to be efficient while also not being able to account for how stupid your NPC might be.
Thanks Hotshot. It has indeed gone through a ton of polish. I'm hoping to address the difficulty issues with my "reboot" version (as well as a couple of gameplay-changers).