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(+1)

Smart idea! I like your implementation of the "only one button"-controls: felt very intuitive. I also really enjoyed the atmosphere, the time you put into understanding the lighting in Godot was well worth it. ;) I am not entirely sure, so I'll ask you: Is there any reload time? I felt like there's is a small pause after a while, if you spam-shoot too hard.  Either way, I think that could be a good tool to increase the tension: when you're not able to shoot a zombie before it reaches you (even if it's a full screen length away!), that guarantees that you've to move back, further emphasizing your main mechanic. You could even go  a step further and couple the reloading to movement: so you shoot all your rounds into that nasty zombie guarding the key (really funny btw! :D) and than have to backtrack a while in order to generate the final bullets required to put it into eternal rest.


My godot game: https://njamster.itch.io/wonkey (playable in browser, not mobile friendly)

Thank you for playing! :)
There's no reload, it works a bit different. Since I have only one button, I'm using timers for the different actions. If the LMB is pressed for less than 0.2 seconds, than it shoots, otherwise it moves the player. So, what you might experiencing is probably your fingers are getting tired, and one click takes more than 0.2 seconds, therefore the character starts to move instead of shooting.
The other things you mentioned are planned to be implemented in the future release. Once the jam is over, I'll start working on it.
I'll try your game for sure, Godot rulez! :D