Loving this game so far, it's very fun to play.
I do however have some issues. The robot dissapear after a couple of assults on bases. while it's gone I can only use the secondary attacks, yet it still consumes energy.
That leaves me to the big elephant in the room. Energy system... really guys ? have perhaps made one of the most interesting games this year and you put restrictions on how long we get to play it ? WHY?
I got back into the game again now, but now I am very confused, the rations doesn't seem to be refilling, the only way to get them now is through the rumble, is that intended ?
Hi Tjommi, we've changed rations to be a resource like bullets or medpacks, instead of a form of energy gating. This is based on feedback we received from players :) We're still working on some of the tuning, but you now get rations by building resource tents, battling other players in ration rumble or searching buildings. We have also removed the ration requirement to search buildings.
I have encountered a strange bug. when I enter the first raid, my robot is invisible and I can't use the main weapon. I can use everything else. it's quite strange and a little bit frustrating
I am still very confused. Your game seem fun I love the graphics. But I don't understand why some build menues are not accessible. Like the airship factory was not on the menu the first time I tried the game, but it was on it today. Now there is another building a tower I need to build, but it is not on the menu. Why is that ? I can't even see if I got enough to build it or what conditions I need to meet. It's simply not on the building menu at all.
On the bright side, I do enjoy your graphic and the finish mission girl is quite the eye candy
A little explanation for future players as the author forgot to include this. This is not a finished game. it's obviously a test to try out game mechanics in what I can only assume is a future release.
I can't say what the final graphics will look like, but I like the style on the main character, I can only imagine it will have a comic book look on it when it's finished.
Now to the critisism. My main problem with this test is the camera. If you are going to used a set camera angle instead of a user controled one make the panning follow the players movement.
I feel very stupid, I am stuck on the second tutorial mission. I got a mission to build an airship factory, but when I enter the construction page I can't seem to find it.
What seperates this game from 90% of the zombie games on this site is that the graphics are actually good. The controls and the mechanics are good, I do wish that you recover faster after you jump or slide.
Now I have to admit that I never got to the second stage, but that's simply because I am not good enough. Ideas for the future could be powerups different weapons bonus events that you stopped along the way to complete and different characters to run with that have different skills and weaknesses.
I agree with the posting here that request a tutorial, or at least give some explanation to what is going on. A little background story isn't important but it would help create the athmosphere. I actually got the last zombie at the farmhouse with forcing him to stop at my barricades while my turrets traps etc. etc. killed him. This is a good lvl in a game, but as a game it is a bit lacking. The gameplay was good, but the graphics needs more work.
I encountered something a little strange. Are the meat sticks really intended to shoot you from the other side of the map and shoot through all buildings making it impossible to hide/use tactics ?
I am a little confused, after I press Normandy I am redirected to another game - Glaives of war. Is it the same game ? I didn't think they had sexy female warriors in armour in the second world war ?
- we need a tutorial
- we need conflict zones
- we need fight/flight responses, and a combat system.
- The humans should be allowed to carry weapons however the monster scream should have a 50% chance to freeze the human for just long enough so the human can get away but barely alive to elevate the horror.
- we need missions. Humans need missions that goes towards building a suistainable community with defences that increase their survival, defence missions. Monsters need missions for example ruin human outposts support buildings like water suply livestock raiding compounds and villages. I agree, this could become epic. it's a very good fundation for a horror game.
To be honest I was very confused when I played this game. I started up as human, ran around with a flashlight not understanding quite what to do, and then suddenly I was dead as I tried to swim, not really understanding why. Then I was a monster. looking under the water I understood why I died. I though what the heck, now I get to do some hunting. The only problem was that all I heard was monsters screaming around me. I ran around exploring trying to find humans, after a while I just gave up. My 5 cents in next post, hehe :
oh I forgot a small topic I wanted to discuss, even without rations, there is a section in the highschool between spanning over from the second mission to the 4th I think where you have to do alot of scavanging. Variation is good, but I would like it more personally if the scavanging missions are a little apart and not bulked up like that. The worst example on this is Chronicles of Herenville, a game that would be fun if not for them sadisticly punishing the players with forcing them to go through 3-4 days of run - run - run - run - talk - talk - talk - all consuming stats the players off course haven't invested in. ( on a side note that is why I left that game.) My point ( sorry for taking so long getting to it,) if you God forbid decide to keep the ration system, please spread out the scavanger missions.
I have been thinking a little bit about how to solve the building problem from a game perspective. How about if you hover your pointer over a building, you can see through it if there is a zombie there.
On the the rations topic, I have been doing a little thinking there too. If you remove the rations and all everything it effect, it would seem more player friendly. People get to scavange through town for much needed resources. If all other timers were in place, it would be timers on buildings, construction of resources etc. etc. It would be a compromise. It would reward the players that play methodically and frequent with longer playtime, as they would have more coins and would be able to keep playing with planning ahead spending time and investing clever in resource buildings, building up a loyal player base that eventually would lead to more people purchasing gold to speed things up a bit. It's a win win situation.
Hey Tjommi, thanks for coming back! Much appreciated. First off - the buildings obscuring game-play issue. This has now been resolved, we will be pushing out the building transparency feature soon - hopefully tomorrow. We had this in the game 'way back when', it was a bit of a regression that we forgot about.
As for rations - we're not addressing this in quite the same way you suggest, but there are more changes coming... all I can say for now!
static movement, poor controls, horrible graphics. This here need alot more work on all areas. I am sorry for beeing so harsh, but this could have been done alot better. For a good innovative zombie game look at Citizen Grim.
I sat and played this game for a while actually to give it a fair try. The gameplay is actually not that bad. I like the fact that the enemies try to dogde your attacks. I have to agree with mkhmkh in his assesment of the game. This would have been a good action sequence in a part of a bigger game, but as it is now it get's a little bit repetitive. I had no bugs in the game itself, swapping from bow to melee to magic worked like a charm.
What I didn't like was the slow pace of the game. It took to long for the enemies to spawn, and you really didn't know if you had finished the section untill the summary screen popped up, due to the long break between everything. As an alpha, I guess this would work, but the graphic need a facelift, and it need more variation or to be part of a bigger game.
To follow up a little bit, I love that you can earn gold in the game with a little hard work. This game is very addictive. I do a little issue with melee fighting. Well it's not as much as the fighting as not beeing able to see when you fight. Perhaps you could fade the building so you can see through them when your character moves behind a building as the camera control is fixed. I imagine in the beginning where I am now things are just ennoying, but at higher lvls I belive this can perhaps lead to well death.
Yes, we wanted to be sure to give players something to fight through, for :) Regarding the melee comments for buildings - passing that feedback to the rest of our team! Cheers.
I have played this game a little more now, and I will definitely return to play it again later. However I got some issues with the game as it is now, in addition to the things I mentioned in my previous post. The background music is good, but after a while it get tidious. The dungeon marking could be better. you don't expect to find 3 lvl 7 bosses at the end of a lvl 2 dungeon. That's a whole lot of fighting just to get slaughtered in a boss you never would have faced if the dungeon markings were more accurate.
This game here reminds me of the combat in the final fantasy series, and th best thing is that you don't have to suffer through all the drama. I wish that the graphics in general could get a facelift. You are onto something but it needs more refining. I am only just began but the customisation seem somewhat limited, and I wish more combat animations. I will however give more feedback when I have tested it more.
Once that is said, I gave this game 5 stars because it's incredibly fun to play.
Hi Tjommi, we've changed rations to be a resource like bullets or medpacks, instead of a form of energy gating. This is based on feedback we received from players :) We're still working on some of the tuning, but you now get rations by building resource tents, battling other players in ration rumble or searching buildings. We have also removed the ration requirement to search buildings.