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Pretty cool, the arrow bouncing is nice and the zombie with the torch and wall zombies bring cool ideas. Also the sound and screen movements when you hit zombies are really satisfying when you hit a few of em at once. At first I thought the fire was an obstacle I couldn't walk on, and then I realized it was speeding the arrow up, which is a pretty cool mechanic. I see how you could get some big combos with that.

I think it might be a bit too easy, or at least doesn't continue to increase in difficulty at some point? I was able to go 6 minutes on my run before I let a wall zombie blow up and I felt like the difficulty wasn't increasing anymore.

Thanks for rating and such a detailed reply.

um… i am at the cross road with so many dilemmas right now.

if you go ahead and play the post-jam version i actually further reduced the difficulty. (wont post a link here until jam really finishes)

I reduced the difficulty for 2 reasons:

  1. Just met a total beginner who doesn't even know WASD. I want to give these people some more time picking up
  2. I added laser sight. When testing it i find myself shifting too much attention to lining up the perfect shot, and the zombies were already at my nose.

But you are right. I need to set a better skill ceiling. Unskilled players should still start easy (like my latest update) and skilled players can rush past this by doing exponential score with combos.

I prepare to let new comers stick around for 1 minites in average (again dictated by performance), and then turn on the rollercoaster. Going to add a war flag zombie leader that somehow increases your score multiplier, but also increases all zombie speed by percentage (stack vs no stack? they are still one hit kills so i better have multiple alive. no wait, if i have a constant spawner but at large intervals then the players can choose to let them stick around for even higher score, but killing them do not slow existing zombies because it respawns rightaway)

Let me test it to find the right balance, after playing your game!

oh and yes, although the final wave removes the spawn limit (to just 200 or so), the spawn rate is always the same, with random variations. i ll put that back next release

I tried another run for fun on the current post jam version.  I like the laser guide, makes lining up cool shots easier. I did have the same difficulty issue, but you already know about that. It's really not a difficulty thing rather than a maximum difficulty thing. I can see how it's gonna be a challenge to get the balance of everything just right. I guess it all depends on if you want it to be possible to play forever with enough skill vs. rack up as much score as possible before your inevitable demise.

(+1)

i definitely want an inevitable demise last wave thing, coz i don't have enough content to rntertain the player (at least in this version)

Will definitely ramp the late game up exponentially, and players will naturally get crushed around that time, but will have a way to fight back too.

Sorry the skill ceiling is too low in this version, coz i did not change spawn rate at all. Only the spawn cap is changed.

So that means you are killing them quicker than i can spawn