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Thanks, dude. The game is nowhere near what I had originally imagined it as. The wave system is just a clock that counts down every 75 seconds and says "New wave!" and isn't attached to the enemies that are on-screen at all. There was also suppose to be two more weapon slots. One for a low-ammo room-clearer weapon like a grenade launcher or a spike gun, and the other for explosives like frag grenades and C4. 


Enemies were suppose to be a bit smaller, more zombie like and spawn in the dozens. Accuracy would depend on both mouse position and the weapons general accuracy and there was also a bullet penetration system for the more hard hitting guns. You could plant C4 or a frag grenade to a string in the hallway that would explode when triggered. You could end the night prematurely by barricading the staircases and hope that you had killed enough to survive until they had forgotten about you and risk a total gameover. Death would mean the next night you would play as one of the family members.


You know, writing all this down, I'm suddenly realized my original scope for this project. I was bogged down during development and at the end of it I had forgotten why I was doing this. I might restart this project sooner than I realized. Thank you very much for the comment!

Sounds to me by the way you're talking about it that you still want to finish it. All the things that you mention are perfectly doable! I think the big thing that would make development easier for you would be some code refactoring (since you've mentioned the code being a mess). A big thing about game dev is actually finishing the game. Yeah, the experience counts but even if you cut half the planned content, nothing is better than actually finishing something.