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Hey, I will drop my feedback below:

  • How does gunplay feel?

It is mostly ok, I think ammo counter is far away from action and I would like a clearer separation between sprint energy and recharging weapon feedback.

Imo the camera should be clamped to avoid it going too far away from the player.

  • How does the zombie threat feel?

If feels ok, I would like more variety than slow zombie and fast zombie though.

  • Does this game feel like CoD Zombies to you?

I think the core idea is replicated well here. 

  • What aspect to you feels the most like Zombies?

Building barricades, buying weapons, upgrades and special items.

  • What aspect feels the least like Zombies?

Camera perspective, level layout, enemy types, low depth in weapon upgrade system, being in plain daylight.

  • Other than easter eggs, perks, and mystery box, is this game missing something that makes it not feel like Zombies?

I think I feel less inmersion here because of the camera perspective and the fact that it happens in daylight with no usage of darker environments and illumination layout to generate more tension.

  • What is most frustrating?

Aiming at some zombie and losing info about your character is because the camera moves very far away.

It's odd that the zombies can go through windows but the player can't do the same.

It wasn't clear for me how much time I got left in a round and exactly how many time (second to second) I had left before a new round would start.

  • What is your favorite part?

The tension of not knowing if you will survive a zombie attack feels good.

(+1)

Thanks for the feedback! Art style is a huge issue and will be updated. As far as how long until the next round, there is a message at the start of a round telling you when the next wave will start, as long with a message when the first spawn starts. In the future, there will also be audio queues. 

Do you think the aiming is really only a problem for the sniper or also other weapons as well?

I think the effect you are going for is nice but the camera should be clamped to avoid going too far from the player for all the weapons not just the sniper.

(+1)

Hmm, I'm so torn on how to approach the issue. The far view is necessary, but It's a common enough complaint that I think I do need to clamp it.

Which would you say is the main reason the camera is annoying? You can pick more than one, but if you do, can you rank them in order of most problematic?

  1. Navigating the environment gets hard when not in view.
  2. Crucial UI elements (status bars and health) are centered around the player, and therefor are out of view.
  3. Can't tell if enemies are nearby and therefore, can't tell if you're in danger and respond appropriately.
  4. Controlling the right aim position/distance is difficult due to how much the camera distance can scroll changes.
  5. Scrolling too far makes aiming in the opposite direction too slow
  6. Other

How do you feel about the idea of the following possible solutions?

  1. Cap camera, but add an ADS button allowing you best of both worlds. look far away and better line up multi-kills
  2. There is an attachment system planned in the full release. Base weapons would have their aim clamped, but you could optionally chose to attach a sight that gives you the current unclamped aiming.
  3. Leave the current camera system, but show a mini-map or onscreen indicators when zombies are getting close so it is more apparent if you are in immediate danger and where you are in the environment.
(1 edit)

Glad that feedback helps, about your questions:

Imo mostly 3 then 1, 5, 2, 4 in that order.

About your ideas on how to improve I like 1 the most, maybe it can even be the right click button that is kind of  standard for aiming. Having some onscreen indicators would be nice as well imo.

Thanks for the feedback! I had a failed ADS prototype, but all the feedback can hopefully help me find a happy medium.