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HordeRazer: A Browser-Playable Zombie Horde Roguelite Built Around Weapon Specials & Mutations

A topic by MagnusZane created 13 hours ago Views: 22 Replies: 1
Viewing posts 1 to 2

Hi everyone — I’m Magnus Artemis/MagnusZane, a solo indie dev and musician working on HordeRazer.


HordeRazer is a free browser-playable pre-alpha zombie horde shooter built around aggressive movement, kill chains, weapon-specific special attacks, and mutation mixing.


The basic idea is simple:

Survive escalating hordes.

Stack weapon mutations.

Chain kills.

Use specials.

Get overwhelmed beautifully.

Every weapon has its own special attack, and elemental mutators can combine into hybrid effects with different gameplay and visual results. I’m aiming for that “one more run” horde-survival feeling, but with more active movement, weapon identity, and chaotic build variety.

You can play the current browser demo here:

https://magnuszane.itch.io/horderazer

Current features:

- Browser-playable pre-alpha demo

- Endless wave survival

- Multiple weapon classes

- Weapon-specific special attacks

- Dash / sprint / reload / camera rotation

- Elemental and utility mutators

- Elites and bosses

- Public leaderboard

- Supporter build with extra updates

Recent update focus:

- Controller support

- Optimization improvements

- Tutorial improvements

- Better combat readability

- New mutation effects and combinations

- Boss / enemy tuning

I’m especially looking for feedback on:

- Combat feel

- Weapon identity

- Dash and special attack satisfaction

- Readability when the horde gets dense

- Browser performance

- What the map needs more of (it needs more objects, interactions, and flair!)

I’ll use this thread as the ongoing devlog for HordeRazer updates, screenshots, gifs, patch notes, and feedback responses.

Thanks for checking it out — feedback is genuinely useful at this stage.



Update #1 — Post-launch feedback pass

After sharing the pre-alpha, the first useful feedback was:

- The web build could lag during heavier action

- The map could use more objects / dressing

- Controller support would help a lot

- The special attack system needed clearer onboarding

So the current work is focused on polish rather than just piling on more systems.

Recent / current changes:

- Added controller support

- Improved optimization

- Added / improved tutorial flow

- Improved FX readability

- Continued work on mutation combinations

- More map dressing and encounter variety planned

One thing I’m trying hard to preserve is the feeling that the game gets absurd without becoming unreadable. That line is… spicy.