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Arowx

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A member registered Feb 18, 2014 · View creator page →

Creator of

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LOL so now you know how bad the game is!

Thank you for your great feedback.  Great points I'll see what I can do to fix them!

(1 edit)

Thanks for the great feedback.

The controller is just a rotator so it's possible to flip the camera upside down and sometime Unity picks up mouse inputs during loading times and by the time you're in game the camera can be upside down.

The guards should have a footstep sound effect the player does not.  Need to add player stepping sound.

It takes 2 shots to take down a guard and the player has 10.  The guards should drop a recharge pack half the time.

I should add an insta for head shots and was going to have a silent stun shot that knocked a guard out for a limited time (and would be half the blaster charge allow 20 shots), but then I would need a body dragging moving system and logic for when the guards find a body.

Thank you. Great feedback I'll see what I can do after the jams rating phase ends.

Cheers would you be able to help me out by letting me know a bit more about the bugs as I can then try and fix them?

Good work.  Found it fun but difficult.

Feedback:

The use of fluid controls in a tight grid makes it very hard to navigate and frustrating for the player.

Suggestion larger than screen arena with mini map of game space, would allow wider lanes and easier player control.

Curved corners would make it look more like a racing game.

A bit more juice and boost to the sound effects, particles and it could be a fun game.

Great little game well done.

Feedback:

The bacteria needs something that highlights where it shoots from e.g. bullet or different shape e.g. indent.

The setting could be goopier e.g. curved corners, curved corridors.

Sound FX and particle effects could really lean into the goopy side of bacteria.

Maybe an energy system so taking down an enemy boosts life.

Animation more like how bacteria move - look online.

Enemies could have a colour palette that makes them look bad or threatening.

(1 edit)

Good work. Found that game a bit too hard.

Feedback, 

Background seemed too bright.

Centipedes might be too fast to start with or shots too slow.

Level platforms seem to block shots and protect the centipede.

Game screen could be larger, and original centipede had a tall portrait ratio screen.

Any advice on how to quickly earn some money when low on funds?

https://arowx.itch.io/

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Thank you for the great feedback.

My game scored terribly on graphics could you give any feedback on the graphics please?

My game scored terribly on graphics could you give any feedback on the graphics please?

My game scored terribly on graphics could you give any feedback on the graphics please?

(1 edit)

I've updated the development build (not released yet) so it fixes the mouse movement problem, hides the mouse cursor and locks it so that should help with the movement.

Also changed the Friends and Family behaviour so they stay about 2-3 meters away from the player and each other, so they don't overcrowd and block the player.

Also updated the font to a cleaner handwriting style unfortunately does not have hearts for O so Goto pub is less loved.

I'm going to have to find a better handwritten font it's Liz.

It is a UK Zombie simulation so the only weapons people would have would be household implements or what they could make from scratch.

Hint: check the back garden shed.

Good point on the NPC's getting in the way I can change their proximity, so they stay a couple of meters away.

If there was a UI/UX tool N of 5 collected status prompt that would make it way easier to do.  Or a visual tools collected box with 5 slots.

Cheers I'll fix the controller issues only I dd a late build and my PC is very slow at building so just released it.

I was thinking of adding clues e.g. street names and addresses on notes and maybe photos as well showing the Mum and Liz outside their buildings where you will find them.

Maybe a street map.

Was working on adding the cars as driveable so there could be a satnav tom tom go in each car the Renault and the Jaguar.

I plan on adding a wave system where the zombies surround the player more and waves of them attack the PUB.

Nice looking game but how do you get to the garden.  It looks like there are patio doors out to the garden, but they don't click at least for me?

Also, when I got the gardening tools where did they go?

Could use some UI elements to show items in inventory or recently picked up?

Interesting premise could be more interesting with improved graphics.  Better feedback on the population and key information on the number of male and female in the population.

A radar to help find the population.

More interesting gameplay could be added with the addition of rabbits that compete for food but are edible and wolves or bears that are more formidable foes.

Then it could move into an RTS style of game with a settlers/sim eden style.

Good work. Strange mechanic.  Maybe a more visual way to distinguish between the hitbox and the shooter e.g. colour red/blue

The graphics especially for the bullets lacked depth and character e.g. Firey fireballs, spherical spheres, shiny bullets.

Shadows and glows from bullets, characters for more depth.

In addition, the players shots had no impact on the enemy shots but for me it felt as though the player has less power/effect/agency.

Cool looking and working game.

Have you considered adding a fog effect to make exploring more interesting and maybe extending the turns or removing the failure state of the turns so players don't fail only get a turns taken score they can go back and replay to beat.

Could the art style pop more with a bit of shadow, e.g. shadows under characters, trees and features.

The written tutorial elements are good but maybe a playable tutorial level where the players get to do the actions as well as have the descriptions/popups to remind them.

There appears to be a lot going on with this game but the UI/UX with lofi graphics and palette restraint seems to add to the confusion.

The lack of resolution means there is not enough space to add good contextual and spatial information.

Boosting the resolution for the UI elements could allow you to add more information.  Boosting the palette will allow for cleaner UI/UX which just looks cluttered when adding more lines.

Maybe break the actions down into two phases - move / attack to reduce the complexity.

With a higher resolution UI and improved UX and tool tips and tutorials this could be a fun game.

Found it quite difficult but I'm not a big fan of this type of game.

What if the game mechanics were changed to more of a dungeon crawler so the players character or team enter the dungeon and fight their way through with the minesweeper fog of war system as a way for the player to ensure they navigate the dungeon the best way.

Then factors like moving monsters could be part of the game mechanic and make for a way more interesting experience at least for players like me.

(1 edit)

Here is my todo list ---

[x] Intro Scene

[x] Play Button

[] Panic Mechanic?

[x] Start in Dining Room

[x] White Board

[off] TV

[x] Ed In Room?

[x] Zombie Pete In Shower (Key)

[x] Zombies in Garden

[x] Zombies in Street

[x] House Stairs/Ramp Collider

[x] Back doors

[x] Gate

[x] Shed Break Door Down

[x] Z Random Walk 

[x] Road from Mums to Liz

[x] Cars on Roads

[map] Zombie Male

[map] Zombie Female

[x] Road from Home to Mums

[1] Street House + Garden

[1] Road

[1] Cars

[m] Trees

[m] Hedges

[1?] Lamposts

[m] Car Key

[m] Road from Liz to PUB

[m] +Gardens

[m] Jaguar

[m] Bat

[m] Spade

[m] PUB

[m] Winchester Rifle

[x] Zombies Keep Random Walking 

[x] Zombies Slow moving

[x] Zombies Move to Attack players team

[x] Zombies LOS Check

[x] Humans Run away from zombies

[x] Humans LOS Check

[X] Pub Doors Open

[x] Paul in Shower

[x] Shower Curtain 

[x] Shower Curtain Shadow

[x] Jumping

[x] Game Over State

[x] Jump - Space

[x] Pickup / Enter - E

[x] Not attacking nearer targets / rescanning

[x] Turn into Zombies

[x] Fight Back

[x] Pickup Bat

[x] Pickup Spade

[x] Car Requires Key

[x] Pickup Car Key

[x] Pickup Gun

[x] Shooting

[x] Damage 25 a shot

[x] Zombies Attack 

[x] Zombies Damage

[x] Shed 

[x] Zombies

    [x] Attack Player

    [x] Player/Character Defends Against Zombie

[x] Shooting

[x] Headshots Kill Zombies

[x] Hold As Weapon - Bat

[x] Hold As Weapon - Spade

[x] Zombies in Road

[x] Bat   [x] Damage / Hit

[x] Spade [x] Damage / Hit

[x] Follow Player

[x] Friends

[x] Static 

[x] Ed

[x] Mum

[x] Phil

[x] Liz

[x] David

[x] Diana

[x] Game Win State - Survive in pub for 3 minutes

Quite a bit got done but still a long way to go...

Things still to do:

Character Animations.

Audio Sfx and Music.

Particle Effects.

Rag Doll Characters.

Working driveable cars.

A better zombie system.

Better bystanders.

More vehicles.

Wandering Zombies...

UK Phone Box

White board

(1 edit)

Intro/Menu screen what do you think does it look OK?

Girlfriends best friends' boyfriend.

Stepdad

Girlfriends best friend.

Mum next to jag and house.

Girlfriend outside flat.

What would you do if a female zombie appeared in your back yard?

Every hero needs a side kick, should player 2 be playable allowing the player to switch between a nimbler character and a more powerful tank like character?

The players character.

Boring it's just a garden shed

So, this is mums house, and the car is supposed to look like a Jaguar Sovereign.

Kind of a chicken and egg problem as a webgl build lets people play and not worry about downloads.  My suggestion get the latest build of Unity for your game and dig out those webgl build bugs and I think you will get way more feedback.

If things run slow on WebGL you can use the profiling tools in Unity to highlight what is slowing your game down and you can optimise those areas, for instance just reducing the amount of things in the game, changing missiles/bullets from game objects to particles.  Or sometime enemy AI does not need to recalculate everything every frame as moving towards the player is enough and additional steering or attack logic could be every other frame. 

Or if your units use individual classes you could turn them into super lite classes that just register with a Hord manager class that can more quickly process their actions with one Update function looping over all of the enemies as opposed to 10 or 100 Update function calls every frame.

Building up the games level more still a long way to go...