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(1 edit) (+1)

This is fun! I played a few rounds. Getting the big chain is _the best_, though it pops a little fast. A satisfying pop noise would go crazy here.

This is emblematic of the kinds of the experiences that Bevy is starting to enable on web. It only gets better from here, and that's so cool to see. Congratulations on delivering something of this fidelity playable in the browser. Nice decals.

Some design thoughts in no particular order

- The biggest miss for me here is the lack of a reward for chaining. I think a big multiplier that gets physically bigger and more dramatic as you get bigger chains would add a lot to the feel. 

- In fact, tying something like that directly into the gameplay by rewarding the player with power for chaining could really reinforce what is unique and special here. Maybe a system where you need to destroy some chains of smaller faster zombies to get strong enough to do decent damage to a big one. That kind of thing.

- Feedback on a connecting hit would make a big difference; I really couldn't tell most of the time

- Choosing healing as an upgrade feels bad. Might've been nice to place a healing item in a random risky location in the middle of the round, forcing the player to choose between playing it safe and restoring the health. That way you always get to choose a fun upgrade. Taking the heal feels like a punishment for playing badly.

- The gun is too good? I liked shooting the barrels more, but the unreasonable effectiveness of the gun trivialized them. It makes me think a little of hybrid tower defenses like Orcs Must Die or Dungeon Defenders. It would be an interesting direction to place the barrels, to place other traps, etc.

- Some signal you're being approached from behind before you're hit would be nice. Maybe an audio cue, a zombie groan, through spatial audio. I think that "what is behind you" might be part of the fundamental tension at play, but I found it frustrating without some kind of clue.