First game to make me genuinely laugh, such a good idea - great job!
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The party don't stop till the last one drops!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #16 | 4.158 | 4.158 |
| Creativity | #93 | 4.053 | 4.053 |
| Overall | #94 | 3.842 | 3.842 |
| Theme | #127 | 3.895 | 3.895 |
| Visuals | #367 | 3.421 | 3.421 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Great fun little game! Nice simple art style, great music and fun gameplay loop.
THIS WAS SO CUTE!! i actually loved the music for it. it was a fun little game! idk if youre aware already, but your diagonal move speed is faster than your front/back/left/right!
If you haven't gotten a pumpkin zombie you better get in there and play it again! This is fantastic!
A fairly simple never ending loop. But it was pretty entertaining none the less. The music fit well with the game.
The music, the dancing zombies and the concept itself 10/10. It just such a vibe. Even a title fits.
Good job!
I liked the music and found it fun — congrats on the game, and keep on dancing haha!
If you have a moment, I’d love if you could check out mine too! Play it here: https://kaijota.itch.io/graverun
Watch the gameplay on YouTube:
Quite groovin, I feel like increasing the party size, and adding more obstacles would make it more fun. Trying to keep your pack of party goers alive as cars or something went back and forth would be interesting.
I know it requires a bit of math, but you can add some math to their movement vector to have them spread out.
I don't know exactly how you did the movement, you may have used something prebuilt, but the math is rather simple.
let's say your target is at (x, y) position (20, 10) and your current zombie is at (5, 1) if the zombies movement is 5, it will calculate where to go like this.
You start by finding the distance between the two. SquareRoot( (20-5)^2 + (10 - 1)^2) Pythagorean theorem.
Your x, y movement vector might be this: movementVector = (20 - 5)/distance , (10 - 1)/distance.
This math gives you the direction, (0.86, 0.51) This is multiplied by speed to find where the next spot on the map to render the zombie is.
This is your current simple movement system, and causes the zombies to bunch up a lot. If you want them to spread out, we need to subtly effect this vector (0.86, 0.51).
Let's say we have a vector, or list, of 20 zombies. this is all the zombies on screen.
starting vector = (0.86, 0.51).
for each zombie in the list you would perform this process
Calculate the distance between the 2 zombies if this distance is less than 100 (the range you want them to start repulsing)
Calculate closeness = (100 - distance) / 100 ---- If they are 99 apart this number is 0.01, if they are 5 apart this number is 0.95
Calculate the vector as if your current zombie was trying to move toward the close zombie, use the same math from above.
Once you have the vector, let's say its (0.51, -0.86) You multiply it by -1, and then multiply it by your closeness let's say in this example 0.5
This gives you (-0.255, 0.43)
Add this new vector to your starting vector: (0.86, 0.51) + (-0.255, 0.43) = (0.605, 0.94)
This new vector moves towards your target zombie, but also away from the closeby zombie. Repeat the close zombie check for all zombies on screen, and the resulting vector will move towards the goal, but away from nearby zombies, and the closer another zombie is, the more it will want to move away from that zombie. Giving you the spreading out effect.
I loved that the headstones were dancing to the music as well. Got to 245 seconds!
Not half bad, the game is simple but enjoyable, good choice of music.
On the other hand why is there so many rake in that cemetary ?
Only 89 seconds, but really fun to play, I'll be returning to beat my score after the jam :) Great music also







Simple and fun!
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