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(+1)

With a bit more juice, this would feel great. As it stands, its decent.

Visuals are great, the zombies and player character have a fun design.

The controls are pretty tight, but the player movement is a little floaty. Also I'm not a fan of having 3 different buttons for my 3 different attacks. Would prefer one attack button, and some way to switch between weapons.

Hit detection, particularly on ranged weapons with the bigger zombie felt off. His hitbox seems to be somewhere near his feet? I was aiming for his head and upper torso but the projectiles never seemed to make contact unless I aimed lower.

Could do with a bit more visual/audio feedback on things like weapon impacts (the juice!).

Overall this feels like a good little prototype.

Greetings, Tekamutt.

We appreciate that you enjoyed the game and, of course, that you took the time to point out our mistakes.

Yes, following other comments and feedback, this issue was raised—specifically the lack of UI implementation across the scenario. Given the variety of weapons and interaction methods, UI is a fundamental aspect of the user experience, and we will certainly keep this in mind for future projects.

Regarding the hitboxes, the situation isn't exactly as you described. Damage output varied depending on the weapon and the specific body part hit. Also, the large zombie has the most health; some weapons simply weren't powerful enough to kill them on their own, so using explosives was one way to take them down.

You are right, though—we really should have implemented visual and audio feedback for the weapons or upon impact with the zombies. That would have made it much easier to tell when a zombie actually took damage or when a weapon had fired.