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(+1)

Thank you so much for playing, and thank you for the honest feedback!

I definitely think multiple enemies of different types would've helped. My original plan was to have bats or some kind of airborne enemy (since you can also farm XP really easily by upgrading jump a lot and hopping on top of buildings, so this would've stopped that) but it turns out that hand-drawing like 20 sprites took much longer than anticipated, and it took a long time to figure out a probably super inefficient and convoluted way to billboard them based on the players viewpoint. I did some thinking on this post-jam and realized I probably could've just drawn it in greyscale and used a shader to make projectile enemies/different enemy types. That shader could've also tinted them red or something to show their approximate health too. Next time!

To go with the "All you can do is kill" feel, I had considered a "bloodlust" mechanic that would drain your health if you went too long without killing any enemies, but was afraid it'd be too annoying. Do you think something like that would've helped?

(+1)

A bloodlust mechanic was the first thing I thought of, yeah lol. It would definitely help to incentivise seeking out enemies

But, I'd say the first real issue that needs to be tackled is the general level design and how zombies can't really get you on cars and high parts of the level like that. All the incentives in the world won't really help much if a player can mostly just camp and the zombies keep coming

And yeah, I'd say a flying enemy type could definitely help in this regard ( or at the very least, an enemy type that can get you no matter where you are in the level ). 

Though I definitely understand not making more than 1 enemy type in the timeframe of a jam. Even I had ideas for 2 more enemy types for my game but had no time to make them lmao.

Colour tinting enemies does work as a good way to differentiate them though. Definitely something to keep in mind. 

(+1)

Again, thank you so much for the detailed feedback. This is great! I definitely have a lot to learn; this was my first real foray into 3d, using navmeshes, and implementing any kind of AI in general haha. I absolutely agree about the level design, by the time I moved away from the initial prototype level I had created using ProBuilder and into something with the actual meshes, it was probably a little too late. I didn't have the time to get the balance and design just right. But! Now I know how to actually make a level, so I think my next time around will be much more fun and well designed.