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A jam submission

JournalView game page

Legacy zombie survival game
Submitted by Citizen Of Mêlée (@MeleeCitizen) — 7 days, 18 hours before the deadline
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Journal's itch.io page

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Comments

Submitted

A really awesome concept. The shared map mechanic is really cool - relying on previous plays to help you navigate. Surprised by the amount of the content that's in this game actually, given how much time we had. (FYI, I tried this in Edge first and it didn't seem to let me join a game, worked in Chrome though)

Submitted

I love the idea, the art is also very nice. I tried exploring and tried helping whoever comes after me, the way that I can see what other people have done is something I really like. I would definitely play something like this if you make it a full game, it was very fun!

Jam HostSubmitted

Think I was late to the party with this, as I struggled to find much in the way of food! Really enjoyed the persistent map though, and being able to see what other people had discovered!

Submitted

I really enjoyed this - I like how it how that community (alone/together) feel, picking up notes from previous players to guide what to do. It'd be a lot of work, but if the city could be randomly-generated (or, at least, a bunch of different cities so a single player wouldn't get the same one twice) then that could really bump up the awesomeness of leaving notes. Either way, that concept was really cool. It was cool to see how much of the town was mapped before I got there, and the joy of finding a building that no-one had mapped before (but then dying because there were zombies inside and from the other buildings I'd been in I didn't think zombies could enter them, ha...)

Developer

I'm intending to go back to the idea and do It again - with random cities, monsters,  storylines, crafting recipes, etc. - so that it can stand up to repeated plays while giving lots to explore.

Thanks for playing :D

Submitted

I spent much of it updating the map to be pixel perfect, but in the end I died of hunger without commiting my map so I played again updated the map again by walking around but ensured I got back sleep and left extra items for the next player. I like the concept alot and I could see myself binging this just by myself to explore the world, though you'd need to have some way to instance the game I suppose.

Though fighting zombies is hard with knifes in previous versions I tried I never really managed to do it without dieing and there are a lot of zombies in areas lol

Developer (1 edit)

The game does instance but right now it'll only spin up a new one when the first one is complete. I hope to come back to the concept and make it easier for groups of friends to play together. I'll let you know when I do :D

Zombies are supposed to be difficult - though maybe the balance is off. That said, another comment on this page says the zombies posed them no threat!

Submitted

I like this! I feel like I came to it pretty late as there were already quite a lot of useful notes, but not so much in the way of supplies. I hope my journal helps future players as I think I may have stumbled across something important.

This is kind of picky for something that was made for a game jam, but I'm not a fan of the "click on a weapon item to use it" style of interaction: at one point I ended up guzzling a whole bunch of energy pills instead of stabbing a zombie because I hovered over the wrong thing while looking somewhere else. I think it would be better to drag weapons to a left hand or right hand slot and then left or right click to use the relevant attack.

The tutorial also feels like overkill. I wanted a quick look just to check the controls, but ended up locked into a lengthy (and as far as I could tell unskippable) sequence that went into way more detail than I found necessary - especially as much of what it explained seemed apparent just from poking around in the game. The whole thing feels pretty intuitive! Because of that, I think you could get away with just a little "cheat sheet" - perhaps with more detail available behind a "next" button for anyone who wants it.

Those are trivial complaints, though. All in all, this is a pretty spectacular result for two weeks of work!

Developer

Thanks for playing :)

The click to use weapon thing is the most complained about thing about the game - I got comments about it at the mid-way point too. I did it just to avoid having to add another system - I already wasted a load of time adding the crafting system which is almost entirely non-functional! (it's just used for part of the story).

It also meant that it was very easy to add new items - every item optionally has a "use" which is independent of everything else - so a key implements its use to open doors, an apple implements its use to fill the hunger bar, and weapons implement their use to kill nearby zombies. This saved some time when I needed to fill the world with stuff.

I hope to return to this idea and I will include a proper equipment system then.

I was also not sure about the tutorial. I was concerned that if people didn't know that zombies and items are degradable and non-replacing then they'd treat it like any normal survival game and just waste everything, and people didn't realise at first how to e.g. shoot a zombie - so I included that. But I agree the tutorial is quite long with a big information dump - maybe it could have been handled better with some in-game tips the first time you play.


Did you notice the tutorial uses the character that you picked? I was quite proud of that :D

Submitted

Yes, I did spot that! I also liked that you could actually move during the relevant bit of it.

Submitted

I liked the character selection and instructions, though I felt there was a lot of information thrown at you very quickly. If I hadn't seen the development of this it would have felt like information overload. Perhaps the user could have clicked to continue through each part? I loved the zombies in the town at the beggining of the instructions though!

The journal entries and map updates are excellent and I found myself really engaged with what others had written. The map was good also, although I didn't initially see where on the map was meant to be my character so marked something on the map a bit further north than intended.  Perhaps an undo button in case - like me - you manage to screw it up?

The zombies themselves didn't seem to cause much bother except I couldn't get into one area so went somewhere else. I can imagine that to fully explore someone will have to sort these out.

I didn't use the crafting (successfully) at all but I'd love to see what could be made. Future play-throughs of this would probably yield better results on the crafting front I imagine.

I love that all of these small pieces paint a bigger, more intriguing picture!

Developer

In an ideal world I think I'd have the tutorial be more integrated into the game - so the first time you find a weapon it tells you how to fight etc.

It's interesting that you didn't have trouble with the zombies - I spent hours on the last day trying to rebalance it and felt I had left it too difficult - maybe not!

Crafting is almost entirely non functional - you can use it to repair stuff and for one or two simple recipes and for one recipe used in the storyline - and that's it. I just ran out of time to add sufficient depth to it to make it interesting. Definitely something I'll revisit.

Thanks for playing and for the feedback :)

Submitted

Really great concept, similar to the leaving of notes in dark souls but taking that collaboration and running with it. Makes you feel like your actions have a persistent effect on the community of players

Developer

I haven't played Dark Souls. This was actually inspired by a previous game I made Story of Everyone which took the player contribution concept much further. I tried to add more of a game to this rather than the walking simulator that Story of Everyone was. I think I might have made it too difficult!

Submitted

Really cool idea. Found a few things in the world that seemed to hint towards an overall progression which i made a note of. kind of hard to figure out how to use the items. Liked that the character apearaces were diverse. Maybe a slightly wider range of colours for the map would be useful. Very interested to see the sorts of notes people leave for each other.

Developer

There is a story to it - which is structured like a treasure hunt to send people all over the map (and hopefully they'll draw the map as they do so the next player can find where to go when they're told to go to the camp site or whatever). I suspect nobody will ever discover the cure though!

Items are an issue - I did them like that because it meant I could just add items and not have to code special states (e.g. "holding a weapon") - if I build this out I'll probably add equipped weapons and clothing which will hopefully fix some of that.

The map was the spark of the idea for this game - but I'm not sure as it is it's much fun to draw the map - the tools are too limited. I'd like to improve on that.

Thanks for playing :)

Submitted

Innovative idea! I like the fact that other players indirectly impact your experience. Do food and items respawn over time? Otherwise it could eventually become difficult to leave the area you spawn in

Developer(+1)

Food and items don't respawn. That was something I thought about long and hard.

I really designed this game with the idea that it'd be played by a group of friends trying to survive in a single Journal - and another group would play a separate journal. So if someone uses up all the food and everyone loses then that was a bad play through of this co-operative game.

Your spawn actually changes to wherever the last player slept - so it's possible to move around the map while you scope out different areas and explore the story.

I'm pretty sure I haven't got the balance right and everyone will starve to death - but that's game jams for you!