I had a bit of a tough time figuring out how to progress early on, and just thought the game was insanely hard. Once I realized that upgrading in the shop was necessary, it got much more interesting and fun, and I really enjoyed it. Great job!
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Bite Night's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cursed (theme) | #11 | 3.828 | 3.828 |
Overall | #29 | 3.575 | 3.575 |
Presentation (visuals) | #40 | 3.586 | 3.586 |
Concept (gameplay) | #44 | 3.310 | 3.310 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Almost didn't like it until I saw the shop! Then I got addicted for 3 minutes and beat it :)
Really fun little game, a great idea. I'd love to see it as full game!
Game's awesome. It'd be much better if the map was a little bit larger.
I really had fun playing this game. :)))
Maybe in another game jam I should plan an "upgrade game" like this one.
Anyway, great work! Two thumbs up! :D
Good game. The game needs to adjust the progression, but the rest is very good.
As the post below, yeah maybe the zombies have a short time to be alive .. Also humans were calculated to hold 3 hits .. but it was a bit unbalanced because at the end with a couple of upgrades you could easily beat the game. That was based on our roadmap with a couple of levels and a lot (A LOT) of humans to be cursed .. but we didn't managed on time. Thank you for playing and for the comment!
Really liked the idea behind the game! The music was nice, but I don't know if it fit the vibe of "I'm corrupting people to build a zombie army"? I really liked the idea of upgrading my zombies to take on new challenges, but I disliked that I had to just play the same level and keep losing to grind up the hearts to do so. Even smaller levels that maybe gave a bonus when you finished them would have been nicer to me. I thought the AI was decent, but I think the next level of polish would be tying it all together. Right now the zombies sometimes swing and run through their targets, they miss, it feels very... 'loose'? If that's the right word? I think it would really come together if the animation's were better paired with the movements and actions.
I also think the upgrades were great, but there wasn't really a choice in any of them. It might be more interesting to have Speed OR Strength, where one locks out the other etc. It leads to tough and interesting player decisions. All in all though, I think it nailed the theme, I enjoyed it and had fun, and congratulations on getting a game finished and submitted!
Hello Deleptual!
We had a clear roadmap at the beggining of the Jam and (as usual) we didn't quite got it as far as we wanted. We planned on progressing through different levels with different hazards (A.k.a different humans .. even with weapons). But at the end we needed to focus on the MVP, If you could turn the camera up you could see that there is other level nearby :'( sadly it didn't make it!
We really appreciate the comments and the improvements, indeed it would be a better start for a new iteration over the game :)
Regarding the upgrades, we went for the basic ones but yeah, we could indeed had this "make your choice" upgrades so players are given a more meaningful choices.
Thank you for your words!!!
This game was cute! At first I was like "how in the world will I ever be able to win" because my zombies were barely able to hurt anybody. But then after a few rounds my zombies were unstoppable! I like how the power up system was implemented.
I think one thing that would've been cool is if outside the fence also had terrain even if you couldn't interact with it. Like instead of having a solid color, having trees and lights and pathways to make it seem more like a world.
Thanks for sharing!
Hahaha We are very happy to read that! We definitely wanted that feeling of progression to be a pillar of the development :) The idea of building outside the level was considered but we wanted to do the MVP. We even have another level built and almost ready to be played but we cut it out due timings .. :'(
Thank you so much for the comment!
Love the concept. Upgrading speed is a must. You feel annoyed the zombies lose focus and move to a closer target but that makes sense as a mechanic. They are mindless after all.
Thank you!! We wanted to make it random because if doing it linear (focusing only 1 person until one of them die) seemed unfair and too predictable. This way we added a layer of "luck", also we wanted to have a few upgrades regarding "pray weights" to let the zombies decide which of them are the most "yummie" hahah
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