I like it - nice clean layout. Bit of work it could be a very good game.
Couple of things to think about.
Sprint mode - press a button and move, you go fast. Really needed charging for those offscreen turrets.
Get it to spot your favorite weapon and bias upgrades and ammo towards it a little.
Give the zombies a bit more freedom of movement. Right now it's all wait for them to scrape along the wall and shoot them when they come around the corner.
The aiming with the mouse seems a bit off - on one diagonal it's pretty spot on, but on the other it's off by quite a few pixels.
Skills to better manage aiming and recoil would be nice - or do these come with usage.
Can we have a shot selector on the assault rifle - full auto, triple or single - with less recoil and spread on the triple an single shot modes.
A big, powerful, single shot hunting rifle? Mostly for taking out turrets.
Great potential though.
Thank you so much for the kind words and great ideas! I'm planning on adding a Sprint, but I want there to be Fatigue to go with it so that you can't sprint indefinitely. I haven't been sure how to show Fatigue on screen yet (unless I replace lives with Fatigue, but then I run into the same problem with lives), as the third bar will eventually be energy for abilities once I get to them. The idea about biasing toward's the players most used/upgraded weapon might encourage the player too much to upgrade one weapon rather than try to use a variety. But it is a good idea, and I still may do that in the end. The zombies will have A* pathfinding within the next 2-3 updates. This should solve the problem of them scraping along walls. The mouse aiming is due to the player holding their gun to the right and spread of the gun (swapping sides is planned). As for the rest, those are all great ideas. I'll be sure to add Accuracy upgrades next update now! Thanks again!!
Why does the Play Go process have a Chess Knight as it's symbol. Makes me thing it's a Play Chess process. For Go you need black and white circles in a grid layout.
Hello, any level can be solved without timing - with enough time between each action for all shapes to stop moving, but you are free to find other, timing-based solutions, it's impossible for me to predict these ones.
Nice interface, love the way everything dynamically moves around. Could use some more puzzles...maybe ones that relied on the movement collapsing or combining things once you changed a color or two.
Some inspiration...yes...