Doing the speed run is a pain, because everything feels oddly inconsistent.
Like the first guy on the platform moving up and down. Sometimes I can drop off the ledge and hat him in mid air, but sometimes my feet seem to get hit sooner than others.
And after him sometimes the next guy is just heading right, and sometimes he's just about to turn.
The game idea itself is neat, it just feels a bit clunky, unresponsive.
We sifted dirt to get sand, lasered that sand to get crystals, used those crystals to grow exponential radioactive mushrooms, petrified those mushrooms into wood, and mulched that wood to get dirt.
Somehow infinite resources sprung up from our terrifying machine, and those ants no longer needed worker actually gathering base materials, it was beyond 100% efficient.
Also, there's no point to the second penetration upgrade.
The first one already penetrates through all zombies. The second one I assume increases the damage that penetrates through, but it's rare to have enough zombies for that to significantly matter vs just having more raw power or fire rate.
Good to see another zombie shooter.
Seems to need a lot of work though.
Currently souls are completely pointless.
Speed and health are largely unnecessary, the only real challenge is procedural generation dropping you in a wide open room.
The short vision is fine for a fast paced game, where you are meant to be unaware of what is around, but for a slow paced game like this it only poses a nuisance, forcing you to check every corner of the rooms. Consider faster pace with vision blocking and higher health for player, or slow pace without it where you have to carefully plan how you will deal with each room.
Why can I control with wasd, but not control pitch with the other hand?
Why do you slowly increase/decrease the pitch if all the doors need max/min? Had a few moments where I stopped holding the button while it was on the end, but apparently it was only 99% of the way so the door didn't open.
I love how you don't have to click on obscure pixel perfect locations. Everything you have to work with is pretty obvious, even if you don't know what to do with it at the moment.
This is the kind of intuitive puzzle design I'm aiming for for a convention event...
My main problem is the lack of using the keyboard to control, or at least adjust mouse sensitivity. I have a thumb trackball mouse, I can play first person shooters or mobas, but this tires my thumb out.
It was well made, but offered little that hasn't been done a dozen times, except the layout of the upgrade screen, but so much more could have been done with that.
So apparently the key is to know when to fire all of your workers and hire a completely different set.
Because upgrading equipment doesn't help in the short term.
I've played idle games where the idle period just represents time where you build up large amounts of resources for massive growth, but you can still play without idling.
And I've played ones like this, where you get completely stuck unless you idle. Not fond of it.
Thanks for the feedback. The current challenge level might be a tad bit too hard aswell. I will be working on the controls at least for the sequel.