you ppl say you feel old when you see this? i played wolfenstein, which was before doom, which was before quake. computer games seem to have accompanied me my whole life :-)
as much as i love the sim-games (anyone remembers sim-tower?), but this game has to be downrated to the floor for its crash-sending bugs. i would like to build a really big tower, but i cant. grrrr!
use tissue tube on air gun to get sniper. use ice pick on annie to get evil thoughts. leave wallet in drawer to get driving without license. watch the marks on annies left and right knee to get combination for her box and dirty secrets achievement. ... when annies lies in bed, that would have been the right place for another achievement ;)
ah and you have to do something with the framerate, AND you have to do something with the motion algorithm. the character bounces a bit although it should stand still.
its not a game yet, so i just comment on the technical stuff: the character sprite is not stopped by walls or ceilings but like a chracter width in front of it. check your colission detection algorithm.
the controls are not the problem. make the camera always show the view of the chracter. the actual way it is very disorientating. also make the chracter turn faster. its a pain in the ass if a 90 degree turn takes 3 seconds. you decided to make objects pushable by default. thats great in an environment, where are a lot of possibilities of interaction (eg hiding a corps) but if there is no possibility of interaction or the only one is to pick something up, then its anoying if it gets pushed away when approaching it.
you seriously need to fix more bugs: in my current gamestate i have -6 total, but just 4 alocated so -2 total, but actually i have no survivors. game needs to end if no survivors are left too, not jsut if no depots are left. the other issue is, that planned construction can be used, but doesn't cost a thing. so zombies are distracted by barricades which have 0 boards in them, or a line of depots can be set up to lure zombies to them or out of houses. depot line can also be used to set up a depot on the other end of town. you set up a line of depots where you want to go and then you destroy all but the last. and you may need some distraction barricades so the zombies do not follow your scent. this can be used to retreat from an overrun base or to quickly get to the dynamite. this is a seriouse flaw. my idea would be to have planned constructen shown on the map, but it does not do anything or cant be used unless there is material in it. hence, the depot itself should cost resources.
i think, you got something wron with your upgrade path: upgrading from culverin to grand cannon costs 350 + 575 = 925, whereas scratching the culverin and building a grand costs 800 - 100 = 700. so upgrading stinks? ;-)
this is the optimal expansion path: dual pistols, ak 47, dog with ak47, (then from now on buy steaks without bomb, stay in front of butcher and shoot whatever wants to eat the steaks. if you are out of steaks, buy new ones. one staek should last for ~70+ kills and you should not be harmed anymore if you do this). buy dog with machine gun, buy minigun, buy full armor. game done. .... imo this game should have a storyline, missions, multiplayer, rpg-elements, mission editor for players, and leader boards. imho it has nice graphics, but is just stupid. ... sorry
i just could do level 6 by explointing the fact, that you have unlimited time within an attack wave. so i let the infesters do 5% infestation to the nucleus, which can easily be contained by slicers. unless the infestation is healed the wave is not over. i used the time to build up chloroplasts, mitochondria and ATP, to be able to produce enough slicers and healing proteins. after that i healed the infestation and was well fitted with resources for the comming waves.