Great one. I think the different attacks, especially area claw and fangs are great at avoiding staying in an optimized part of the screen.
drakorle
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Thanks for testing.
3 random encounters (Boss fight, Swarms, and path splitting) are supposed to bring diversity. Sadly the boss fights are not working correctly (bosses attacks to damage the tank are not working), which limits that a lot.
With more time, I think I'd also have made the path zigzag more, and added more diversified env assets on the way.
Thanks for testing. What do you mean by stuck ? It may be a new bug I'm not aware^^ Zombies should climb on the tank, or get ran over if in front, and not be able to block the tank. If you get stuck by environment, there is an auto-unblock after 3 seconds that should do the trick.
The existing bug I'm aware of that can block the game is the encampment never spawning (should be around 600m)
Thanks for the visual comment. I did setup the ambience, but to be transparent (as disclosed in the asset part), assets are from Synty.
Arf sad to hear that. I admit I tested in browser too late, and we usually get few freezes (that may last seconds) in the first 15 seconds. Then it's running ok.
Few features are also different in web version (no blood stain, gun particle bug, graphic downgrade), but since I forgot a file in the windows export, that's on me.
Great ambience and sound design!
I concur with what cvirlik said, I didn't realized the sanity mechanic at all during first run^^ Also, it felt like the stamina was not really limiting: it felt like I was still sprinting even when out of stamina. I think a small delay after last using it before it refills is great for this kind of game.
C'est bien GLES2 que j'ai en rendu graphique. Je penche sur le fait d'avoir utiliser un "await Task.Delay()" entre les spawns d'employee, j'ai refait une version sans, mais pas eu le temps de l'upload car elle a eu d'autres problèmes (encore à vérifier donc)^^ dur dur d'utiliser les bonnes pratiques avec la limite de temps.
En effet, c'est fait.
Yep, il n'y a que 2 des 8 employés qui spawn sur la version html. Ajoute à ça le fait que les fonctions pour la croissance de la capitalisation et de l'attente des investisseurs sont pas très équilibrées, ainsi que le fait qu'il n'y a qu'une seule mécanique sur les 5/6 prévues de base, et tu obtiens un jeu pas franchement terminé^^
Je pense que c'était faisable de tout implémenter avec le temps que j'y ai passé, mais faut déjà maîtriser le moteur de jeu (tout le temps perdu sur les bugs classiques qu'on rencontre juste en testant le fonctionnement^^).
Ah sorry, I should have added that in desc. It's just zqsd, and left click on the bottle (pointed by arrow) to take it, and then left click on the desks to distribute it to employees (should be 8 employees, but for some reasons HTML version only spawns 2).
Sadly that's all you can do, I did not manage to implement the whole game loop in time.


