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A jam submission

Attack of the zombified sexdollsView game page

It's the apocalypse you never expected
Submitted by Nekolag — 2 days, 13 hours before the deadline
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Attack of the zombified sexdolls's itch.io page

Results

CriteriaRankScore*Raw Score
Play#53.6323.632
Stealth#142.2112.211
Sound#162.9472.947
Harmony#163.1053.105
Aesthetic#173.4213.421
Novelty#172.8952.895
Overall#192.7722.772
Horny#222.6842.684
Kink#252.4212.421
Narrative#291.6321.632

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you start early?
I had planned out several ideas before the jam started.

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Comments

Submitted(+2)

Really enjoyed this one! The sound design was super enjoyable and satisfying to listen to. Also appreciated how animated the sprites felt even with the limited animation. The different playable characters and gun options were really fun too. Nice work! :)

Submitted(+2)

The animation and style are super interesting (two frames, stretch and squash/bounce), also cool enemy design!

Could definitely use some more mechanics on the player side, like grenades/locomotion/etc.

Developer

Yeah, stuff like that could spice up the gameplay. 

(+3)

i find it funny that while greg was the simplest character in concept he was also the hardest to get to the 10000 mark.

also i was theorizing the final bonus would be art of the three main protagonists. i guess i was wrong.

Submitted(+2)

love these enemy designs. You're perfectly threading the needle between creepy, funny and lewd here. The gameplay is quite fun as well, since the enemies all have different movement patterns. The three characters also all play differently, so there's some replay value. This is pretty cool, well done!

That said, I think it could be interesting to throw some more complications at the player. Powerups, high-value 'bonus' enemies, maybe even the occasional mini-boss battle. That sort of thing. Still, this is pretty great.

Developer

Thanks for checking the game out.

Nice that people seem to like the game's visuals. I knew that I wouldn't have too much time to make the game this time, so I planned the graphics to be simple with only 3 frames for each enemy.

I agree that there could be more interesting content in the game. I had plans to add 2 "bosses", but I simply ran out of time.

Submitted(+2)

I love the art style and animations, theres a nice attention to detail on the characters' movements that really add a lot to the gameplay.  

Submitted(+4)

Love the art for all the sprites. However, I do wish the game was auto-firing. My index finger isn't as good at holding down buttons as it used to be.

Developer

Hmm, I never even considered auto-firing. Maybe that's worth adding if I decide to update the game.

Submitted(+2)

Really love the beautiful spritework. The little animations like turning frames for your character and slight wobble on the moving enemies really brings it all together. The gallery is a very nice addition to give players a reason to try to clear the game multiple times. The background however felt a little empty, it could use a bit of texture. I would also like a different visual cue for when an enemy hits you.

I think that the holding the mouse button to fire is unnecessary. You could have the right mouse button toggle autofire, or add reasons for why players might not want to shoot.

In terms of balance, the game stops getting harder after a while and there's periods of no enemies appearing in some of the levels. Perhaps an option to increase starting difficulty can be added for players who want to focus on getting new highscores? I also suggest adding more enemies like that mutant doll that sit in the back, have a lot of health and periodically cause trouble, so that the player will have something to shoot at after clearing any immediate threats. You could also add some recolored enemies for later levels that just have more health. Jacky is definitely too strong and could probably use a decrease in max life and damage, shouldn't be taking down the mutant dolls in a single hit.

The sound design is very good. I like that everything makes a different noise and the ambient music track fits the action nicely. The shooting sounds, especially on the fast fire rate characters like Greg could be slightly more quiet.

Overall I really enjoyed the game. With some slight balance tweaks and quality of life changes, it can really be a game that players will want to fully clear and then play again just to get a higher score. Very nice work!

Developer(+1)

Thanks for the feedback. Your suggestions are quite inspiring. Perhaps I could indeed work a little more with the game after the Jam ends. 

It's interesting that you say Jacky is too strong. Originally they were very under-powered because of their low fire-rate (and faster enemies dodging their shots). Maybe I buffed Jacky little too much :P

(1 edit) (+2)

Nice game! I wanted to make something similar to that for a previous game jam (but ended up with a twin-shooter :D). I wonder why no mobile version? The gameplay should fit almost perfectly.

A few minor issues:

  • Showing the end score after death would be nice. I never know how much I earned.
  • Got into some glitch, became invulnerable. I don’t know how I’ve managed to get it first time - but I can 100% reproduce it if I alt-tab switch to another window while playing. When I return to game the health is zero, but player character is still alive and invulnerable. Maybe the check is if health=0 but a situation is possible when health gets below zero - e.g. when Update didn’t run properly when window out of focus or when the Player gets hit twice in the same frame? However, only restarting the game fixes the bug - starting a new play has Player invulnerable and zero health from the start.
  • For some reason it’s very hard to aim with the first character on close range (much easier on long range)
  • Why starting wave is 14->15? Shouldn’t it be 0->1?
  • There are props on the screen which meaning I know not :) (garbage bin in the left top, eyes in the right bottom) Also enemies seem to get stuck on those
  • I’m not sure when the character loses health? I see it gets lower and lower, but I can’t get when exactly. Some feedback (visual/audio) might be good.
  • I guess “holding mouse button” to shoot is unnecessary unless for last character (for [spoiler] it’s unnecessary too). It’s just literally holding it all the time.
  • For no obvious reason the rate of fire sometimes drops, then recovers. I couldn’t find any cause for that - it happened both at the beginning of the wave and in the end. It happened right after the speed-shooting time and just randomly.
  • I couldn’t figure out what immobile monsters do? I even tried to link it to the previous issue, but didn’t find any connection. I mean mannequin heads, four-legged things.
Developer(+2)

Thanks for the review. 

Yeah the game was released kinda buggy. A friend of mine helped me to discover some of them and I have released an updated version of the game now. 

Once you download the update you shouldn't become invulnerable anymore. The waves should also start from 1 now too. 

The four legged enemies are stationary and spawn smaller enemies if not killed quickly. I hope I didn't explain the game mechanic too poorly: basically shooting enemies increases the bar on the bottom left screen. Once the bar is full you hear an audio and your fire-rate is temporary increased. And yup, you can simply hold the left mouse button to shoot. No reloading required.

Anyways, thanks for trying out my game :)

(+1)

shooting enemies increases the bar on the bottom left screen

Nah, this effect was perfectly and absolutely clear. It gives like 5x-10x boost to shooting speed and you can’t miss it :D

The reduce in shooting speed I was talking about was “small”. Like 0.8x. There were no sound effects. The character just starts shooting a bit but noticeably less often and soon (after like 10-20 seconds) reverts back to normal speed. I can’t say how abrupt those changes are, but feels like it’s relatively abrupt - you can clearly see two different shooting speeds. Of course, maybe that’s some wrong feeling from my side, but I feel kinda confident that the effect actually takes place.

Developer(+1)

Alright, good to know.