Posted May 30, 2025 by Lukaa6
Concept vs Final Game
Commander Cockerel and the Undead stayed true to the heart of the concept: a chaotic, wave-based arcade shooter with a comedic horror farm twist. The core idea — survive as long as possible while blasting zombies and collecting power-ups — is fully intact. That said, a few features evolved or didn’t make it in (yet), and here’s a breakdown of what changed and why:
What Stayed the Same
Core Gameplay Loop:
Key Features Implemented:
Map & Level Design:
Visual Style:
Character Design:
Sound FX:
Progression & Replayability:
What changed and why
Summary
The final game delivers on its core idea — fast-paced, chaotic fun with a rooster blasting zombies. It’s silly, intense, and plays just how I imagined, even without every planned feature.
Testing Feedback & Changes
In Week 12, I ran a playtesting session where classmates tested Commander Cockerel and the Undead. The feedback I got — and the things I noticed while watching people play — really helped me polish the final build. Here’s a breakdown of what was tested, what came up, and what I changed:
Wave Timing & Flow
Feedback: One tester mentioned they weren’t sure when a wave ended or when the next one was starting. They also said the time between waves felt way too long, which dragged things out and stopped them from seeing later features.
What Changed:
Pitchfork Power-Up System
Feedback: Some testers never found the pitchfork power-up and didn’t understand how it worked. It was too random and confusing.
What Changed:
Audio Balancing & Bugs
Feedback:
What Changed:
Enemy Hit Detection
Feedback: Players were taking damage from zombies even when they weren’t touching them — felt unfair.
What Changed:
Restart/Replay Bug (WebGL)
Feedback: When restarting the game or returning to the main menu and starting again, the player would get stuck — no movement, no bullets, no zombies.
What I Found: This only happened in WebGL builds and took a while to track down. With help from my professor, I found the issue was caused by the “New High Score” scene that was triggered after a game over. It somehow messed with reinitializing key systems when reloading the main game.
What Changed:
Note: It’s not the cleanest UI setup visually, but it was more important to get restarting and high scores working reliably. I’ll improve the look later.
Final Thoughts
This round of testing made me realise how easy it is to overthink or overbuild certain features when you're the one making the game. What made sense in my head (like hiding power-ups or delaying map unlocks) ended up confusing new players or slowing down the fun. Having outside perspectives helped me simplify and improve the experience — and made the game a lot more accessible and fun to replay.
Asset list
AI
Use: Basic player-chasing logic for aggressive zombie behavior. Source: From KIT109 tutorial materials. (University of Tasmania, 2024)
Use: Supports directional targeting in open or blocked areas. Source: Based on KIT109 tutorial examples. (University of Tasmania, 2024)
Use: Smooths zombie motion across the map. Source: From KIT109 tutorial framework. (University of Tasmania, 2024)
Use: Adds idle behavior to enemies before aggro triggers. Source: Derived from KIT109 tutorial content. (University of Tasmania, 2024)
Animations
This folder holds all animation clips and controllers for the player and zombies. These define how characters move, attack, and react in-game using Unity’s Animator system.
Use: Controls the player's animation flow. Source: Custom built in Unity.
Use: Adds visual feedback to firing. Source: Mercanary sprite sheet from kit109 tutorials. (University of Tasmania, 2024)
Use: Shows player walking in 8 directions. Source: Mercanary sprite sheet from kit109 tutorials. (University of Tasmania, 2024)
Use: Enemy behavior visuals and state transitions. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Use: Manages zombie animation logic in Unity. Source: Custom configured in Unity Animator.
Audio
This folder holds all sound effects used in the game, including ambience, feedback, and action sounds. Sounds are triggered through an AudioManager object and tied to events like wave transitions, power-up pickups, and combat.
Use: Signals the wave has ended. Source: Pixabay. (lordsonny, n.d.)
Use: Audio cue for successful power-up pickup. Source: Rooster crow recording, recorded by me.
Use: Feedback when dashing. Source: Pixabay (universfield, n.d.)
Use: Bullet-to-zombie feedback. Source: Pixabay (u_xjrmmgxfru, n.d.)
Use: Sets horror-action tone. Source: Pixabay (freesound_community, n.d.)
Use: Audio cue for bullet fire. Source: Pixabay (freesound_community, n.d.)
Use: Feedback for egg bomb explosion. Source: Pixabay (freesound_community, n.d.)
Use: Pre-wave warning. Source: Pixabay (freesound_community, n.d.)
Use: Creates eerie farm atmosphere. Source: Pixabay (lachm, n.d.)
Use: Brings zombies to life (in a spooky way). Source: Pixabay (alice_soundz, n.d.)
Images
This folder contains static UI background images used for various screens and menus in the game. These help reinforce the game’s theme and provide visual clarity between different game states.
Use: Thematic backdrop for viewing top scores. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Background for entering new high score (no longer in use). Source: Generated by Chat GPT (OpenAI, 2025)
Use: Supporting UI screen background. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Displays the game’s control scheme. Source: Generated by Chat GPT (OpenAI, 2025)
Use: The first screen players see — sets tone and visual style. Source: Generated by Chat GPT (OpenAI, 2025)
Materials
This folder contains materials applied to certain enemy types to visually distinguish them using color or effects like glow. These materials are used to give zombies unique identities without changing their base sprites.
Use: Visually identifies stronger, more dangerous enemies. Source: Custom Unity material with color tint.
Use: Highlights faster-moving enemies. Source: Custom Unity material with yellow tint.
Prefabs
This folder contains all reusable GameObjects used during gameplay — including projectiles, power-ups, visual effects, enemy types, and spawners. Each is a self-contained unit with all components preconfigured for spawning, animation, interaction, and logic.
Sprites
Use: Main weapon bullet. Source: Kit109 tutorial content (University of Tasmania, 2024)
Use: Explosive timed trap. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Core power-up pickup object. Source: Generated by Chat GPT (OpenAI, 2025)
Particles & Effects
Use: Visual feedback for zombie hits. Source: Unity particle system.
Use: when zombies spawn to give an effect of coming up from the gravestones. Source: Unity particle system.
Use: Area-of-effect damage visual. Source: Unity particle system.
Use: Draws attention to power-ups. Source: Unity particle system.
Spawner
Use: Defines where zombies emerge from. Source: Generated by Chat GPT (OpenAI, 2025)
Zombies
Use: Common enemy across early waves. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Use: Adds pressure and engagement. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Use: Basic seeking logic to find the player Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Use: Idle threat that wanders the map. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Use: Higher wave threat. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Use: Elite enemy challenge. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Use: Speed-based threat. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Scenes
This folder includes all Unity scenes used in the game. Each one represents a distinct game state or screen — from gameplay to UI navigation.
Use: Main playable level. Status: Active — this is the heart of the game.
Use: Entry point for players. Status: Active.
Use: Helps players learn how to play. Status: Active and accessible from the main menu.
Use: Dedicated high score leaderboard screen. Status: Active — used to view past high scores.
Scripts
This folder contains all custom C# scripts used to control gameplay, input, spawning, interactions, UI, and more. Scripts are organized below by function.
Audio
Use: Plays and controls sound effects globally.
Core Gameplay Logic
Use: Manages game flow behind the scenes.
Use: Oversees gameplay audio sequence in MainScene.
Use: Controls when and how enemies appear.
Use: Older or simplified version used in early tests.
Use: Prepares the player for upcoming waves.
Use: Cleans up GameObjects and triggers effects.
Player Control & Interaction
Use: Smooth directional input for WASD control.
Use: Fires bullets on click or hold.
Use: Health system and UI tie-in.
Use: Manages dash, egg bomb, etc.
Use: Onboarding players into the pitchfork system.
Use: Helps player know when pitchfork power-up is near.
Pitchfork & Power-Up System
Use: Core system for spawning and managing power-ups.
UI & Score
Use: UI scene handling.
Use: UI feedback and leaderboard logic.
Use: Scene loading and input handling from menu.
Zombie Behavior
Use: Deals damage to the player on contact.
Use: Tracks damage taken by enemies.
Note: All scripts in this project were either adapted from KIT109 tutorial content (University of Tasmania, 2024) or developed with the assistance of ChatGPT (OpenAI, 2025) to support implementation, debugging, and optimisation.
Sprites
This folder contains all pixel-based 2D artwork used in the game, including characters, environment props, UI elements, and collectible power-ups. These sprites are used in both the game world and UI overlays.
Player
Use: Player animation and visuals. Source: Kit109 tutorial content (University of Tasmania, 2024)
Environment
Use: Key visual landmark in the level. Source: Craftland tile map (Szadi Art, n.d.) modified in piksel
Use: Adds to the theme as a key landmark on the map. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Grave marker visuals for wave spawns. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Visual filler/obstacle. Source: Craftland tile map (Szadi Art, n.d.)
Use: Scene progression and area access. Source: Craftland tile map (Szadi Art, n.d.)
Use: Adds depth and breaks up the ground visuals. Source: From level tile pack (Szadi Art, n.d.)
Power-Ups & UI Icons
Use: Activates one of three random abilities. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Visual UI cue for active power-up. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Visual UI cue for active power-up. Source: Generated by Chat GPT (OpenAI, 2025)
Use: Visual UI cue for active power-up. Source: Generated by Chat GPT (OpenAI, 2025)
Enemies
Use: Enemy visuals and animation cycles. Source: 8 direction pixel art zombie sprite sheet. (Tiki Ted, n.d.)
Tiles
This folder includes all tile assets and palettes used to design the game's map using Unity’s Tilemap system. Each tile palette contains grouped tiles for specific purposes like background detail or playable terrain.
Decorative (Tile Palette)
Use: Adds visual detail and variety to fill out the farm environment. Source: Created from pixel art assets and grouped manually in Unity.
Objects
Use: Adds static map features to support the rural farm theme. Source: Craftland tile map (Szadi Art, n.d.)
Terrain
Use: Forms the walkable base of the level. Source: Craftland tile map, RPG Worlds: Strange Land (Szadi Art, n.d.)
TileMaps / TileMaps2
Use: Lets you build and organize terrain and decoration layers efficiently. Source: Created using Unity's built-in Tile Palette tools.
User Guide
Game Title:
Commander Cockerel and the Undead
Game Overview
You play as Commander Cockerel, a battle-hardened rooster fighting off waves of Zombies who have taken over your farm. Your mission? Survive as long as possible, rack up points, and unleash chaos with power-ups like the egg bomb and lightning-fast dash. It’s fast, it’s ridiculous, and it’s packed with farm-fueled firepower.
Objective
Controls
Game Screens + Functions
Action | Input |
Move | W, A, S, D |
Shoot | Left Mouse Button |
Dash | Spacebar (only when dash is active) |
Drop Egg Bomb | Right Mouse Button (only when egg bomb is active) |
Main Menu
Gameplay Screen
Game Over Screen
High Score Screen
References
alice_soundz. (n.d.). Zombie noise [Sound effect]. Pixabay. https://pixabay.com/users/alice_soundz-44907632/
freesound_community. (n.d.). Countdown beep, menu ambience, machine gun, explosion [Sound effects]. Pixabay. https://pixabay.com/users/freesound_community-46691455/
kamranbashirb. (n.d.). Ambience for main scene [Sound effect]. Pixabay. https://pixabay.com/users/kamranbashirb-22755210/
lachm. (n.d.). Main scene music, round start cue [Sound effects]. Pixabay. https://pixabay.com/users/lachm-25025248/
lordsonny. (n.d.). Round hit / impact cue [Sound effect]. Pixabay. https://pixabay.com/users/lordsonny-38439655/
OpenAI. (2025). ChatGPT (May 2025 version) [Large language model]. https://chat.openai.com
Szadi Art. (n.d.). RPG Worlds: Strange Land (Level tiles + Craftland) [Pixel tileset]. itch.io. https://szadiart.itch.io/rpg-worlds-strange-land
Tiki Ted. (n.d.). Zombie sprite sheet [2D asset]. itch.io. https://tiki-ted.itch.io
u_xjrmmgxfru. (n.d.). Flesh hit / bullet impact [Sound effect]. Pixabay. https://pixabay.com/users/u_xjrmmgxfru-47169417/
universfield. (n.d.). Dash SFX [Sound effect]. Pixabay. https://pixabay.com/users/universfield-28281460/
University of Tasmania. (2024). KIT109 game development tutorials. School of ICT, University of Tasmania.