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Dead Nightmare's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #45 | 2.178 | 3.667 |
Fun | #69 | 1.188 | 2.000 |
Overall | #74 | 1.188 | 2.000 |
Visuals | #74 | 0.990 | 1.667 |
Design | #74 | 0.594 | 1.000 |
Overall | #74 | 1.228 | 2.067 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hmm...that's a difficult one to judge.
You see, on one hand it was way too easy. Every gun, other than the one in the first level, makes killing the zombies way too easy. The most difficult part was to find a zombie to kill to progress with the game. But this also made the game fun. Like, sure, overcoming difficulty is part of most games, but just going ham on zombies without a care in the world, is nice, you know?
A big problem was that the Zombies didn't chase after the player unless you got really close to them. But since all guns(except the level1 gun) was long range, there was never a need for that.
Most disappointing was that you put in the effort to crate all these different guns, but they are only randomly given to you at the start of a level. Picking them up with limited ammo in the levels themselves would be better i think.
I never had to use the close combat weapon nor the bombs, and i don't know know what the two bars on the top left are for. I assume one of them is health, but the other? Never changed for me. Got to level 12 until i quit, as having to kill more zombies meant more time aimlessly searching for them. Instead of simply making the player kill "more", the enemy should instead be more difficult to kill with each new level. At least in my opinion. But don't simply give them more health either, instead make the A.I. better with each level. Something like that.
As others noted, not being able to see the bullets was a tad confusing at first, but since i used a tablet it made no real difference to me.(i assume this game was made with a mouse in mind, right? I think i had a slight unfair advantage)
Thank you for the feedback!
Forgot to buff noise lol
Also zombies go to one chosen player for some reason (and they get increased health every floor)
Weapons and other objects (bombs and armors) are literally a one line dictionary, containing damage, speed, range, buffs, defense, etc.
The red bar is the health from the last spawned player (which doesn't always hold the camera) and the yellow bar is the stamina (to run, regenerates faster when crouching or standing still)
Idk if the zombie follow thingy can be called AI tho, never knew how to make those things.
The game was made with a mouse in mind, how can you play the game in a tablet? Is it some MacOS thing? or is it a Surface tablet?
I use a wacom graphic tablet, i.e. the kind that you use to draw on with a pen(but not the ones that work as a screen)
These things allow me to almost instantly move the cursor to a point on the screen where i want it to. Thus it was incredible easy for me to just point at a Zombie and instantly knew the target would hit it. (I personally think a graphic tablet is better for navigating on a computer screen than a mouse. The only times where it is not better is in first person shooter games. Of course, it's a tad too expensive for non-artist to buy such a thing for just navigating the cursor :)
Wait, you can run or crouch in the game? Here is another advice i would love to give 90% of all itch.io developers: Have instructions of how the game works IN the game(especially in the first few levels as a quick tutorial). Not just in the description. Of course with GameJams it would mean spending time on something that isn't absolutely necessary, but if you have the time, do it.
Yeah, enemy character following the player is already AI. A very basic one, but it's still AI. AI in videogames just means that an enemy character doesn't move in a fixed pattern, but instead moves according to how the player(or environment/NPCs/other enemies) behaves. Thus if the player moves left, and the enemy then also goes left after him, that is an AI.
Oh, now I understand
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Thank you for your feedback!
Ah yes, the OP nukes
The game is really repetitive but it's my first roguelite so yeah I may have to fix that
Tried to fix the zombie rotation, ended up breaking them, rolled back, tried again, same result
Also did you like the music and the SFX?
I finally download it! i like it, but i do got a couple of things to say about the game:
first thing, the bullets, half the time i didn't know where i was shooting, next time make sure you add bullets.
the tileset, or bricks, i wasn't a fan of the glowing blue tileset, just a simple color would of done.
next the controls weren't great, i got one of my players stuck and the camera kept moving, and i lost my other guy at one point.
Overall It was a good first game! please take these criticisms and Improve on your next game that you make, trust me my first game wasn't good at all either, but good first try, the music was amazing by the way!
Thank you for your feedback!
This was not my first game, but my first game jam submission tho
I liked the jam a lot, I will probably do another one lol
ooh! No worries it was my first Jam as well, and made several mistakes as well, but man I had lots of fun in this jam! I can see why people love to do this! I'm already on another jam currently lol
Which jam are you currently in?
Xanderjam #2 there is like 5 days left
I tried to play your game, but my computer wouldn't allow me to download it...
Oh, have you checked your ad/popup blocker?
Or try downloading from the project page?
If that doesn't work, how can I send it to you?
I'll give it another try later on tonight, I'll let you know
This was my first entry to a game jam btw