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NatZombie

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A member registered Jun 08, 2024 · View creator page →

Creator of

Recent community posts

Ah, I had forgot to update the casualty count from losses from events. Will work on the fix!

Thanks, glad you made it to the end!

I did spend a while on the final day trying to make enough events, and making the randomizer to ensure they repeat less often, so glad it worked!

And I am glad the UI was effective, I have struggled with it before so I am glad it did its job!

Thanks so much!

Glad you enjoyed it!

Thanks!

Yeah I do agree about the lack of choice, and definitely will try and update it to add some more choice each day after the jam.

And I was aware of no checks for having items, but I didn't want there to be a chance an event could happen with no valid choices, so I chose to allow for negative items instead since you can still progress opposed to possibly soft-locking.

Good game!

One thing is I seemed to run into a time with a cacti in each lane making it impossible to dodge, so having it so only 2 can be covered at once would be needed.

Well done!

The twist at the end was nice, though having to redo the whole thing after failing was a bit annoying as the only time I failed was once in the second half, so having to go through the easy ones at the start again was a tad tedious.

But other then that it was good.

A very cool idea, but the balance was off;

I had a day where I got both of the wanted people in a row and released them and was fine, so I was able to release every person with no consequence, but tweaking the numbers of how much reputation is lost / gained would fix that.

But it has potential to be something very cool.

Well done! Got the first ending.

One thing is that in most of the rooms I took more damage from cacti then zombies, and having the button to talk to people be the same as shoot means I avoided talking to people to avoid shooting them like what happened when I tried to talk to the mute brother the first time.

And the - presumably - bug of infamy and kills on npcs not resetting on room-reload was frustrating, had to restart the game a few times to get around that. 

I checked it out, amazing work! Very unique and well done.

I checked it out before, good job!

Same!

I have been surprised at how nice and active everyone has been, as I type this it's over 1K ratings for under 100 projects, which is great!

Loved it! Great work.

One thing is that the headwind was way too brutal, especially compared to the other negative effects, and I wish there was an option to spend gold to refresh the shop.

Greatly appreciated! Glad you liked your time with it!

This is amazing to hear, thanks so much!

It means a lot that you think so highly of it!

Thank you! I am glad you enjoyed it!

Thanks so much!

I wasn't sure if the style would be a hit with everyone, but I am glad people have liked it!

Thanks!

And yeah sadly missed many of the typos, hopefully I can fix them afterwards.

Very impressive you made this in 3 days, a good idea and impressive execution! Especially having a leaderboard.

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It was a bit confusing at first, as sometimes when going from the settings back to the antivirus my changes wouldn't be saved, but after a bit I was able to get it.

A bit more of a puzzle would be good, but its a great idea and a good start on what could be something really unique.

Well done.

But for me atleast the projectiles were too fast for me to be able to make it any far in. Though maybe my reflexes just aren't very good.

I am not very good at it, but the idea is very good!

Really fun and unique idea!

One thing is some kind of passive income, or a way to make certain people do duels automatically but always with the lowest quick-draw multiplier, so you can choose to waste more time at the cost of keeping your focus elsewhere.

But a well done and unique idle game!

Well done! Got some good events for the guns malfunctioning.

Great idea!

It was good having the actual music cut out and having to fix that, good 4th-wall-break.

Very unique concept, well done!

The only thing is it took me a while to figure out how to change the direction of the fences and even then I sometimes got them the wrong way. So maybe a preview so you know which way it will face before you place it? But great work.

Thanks! I did put a lot of work into it.

Thanks!

I spent nearly all of my time in the 3 days on it so I am glad it was worth it!

Thank you so much!

I have heard of other people having issues with the font, so I may update it in the future or find a standard font and make it a setting to swap to a more readable one. But glad that didn't stop you from enjoying it!

Cool idea, though I think the enemy spawns were a bit too random.

I could go a while with none spawning and get one or two, then another time get like 7 all at once. So less space in-between waves but smaller waves I think would be better, in my opinion atleast.

Good game, one thing is I think the bullets despawned too quick and the enemy hitboxes were too small.

I had many times many times where it felt like I should have hit someone and the bullet despawned right in-front of them or went through them visually but didn't hit them.

But I did like the detail of them jumping over the fences to get in opposed to spawning out of thin air, nice touch!

Understandable, If I were to update it a bit thing would be deciding before you set out what type of resource to get so there is more choice, and I do agree the font could sometimes be a bit tough to read.

But glad you enjoyed it despite that! Thanks.

Good visuals and short and effect tutorial, only thing is the cacti should either be sparser or not do damage and only serve as an obstacle as I ended up dying to them more then the enemies.

But a good entry none-the-less!

Well done, one thing is the enemies got a bit too strong too fast.

A slower progression would allow for more choices with different towers and their upgrades.

Thanks so much!

Glad you enjoyed playing it!

Great and unique idea, the one thing is on one level I couldn't figure out any solution after trying for a while, but that might have just been me missing something opposed to it being impossible.

But seeing this expanded would be very cool.

As others said the mechanic is confusing, even after reading the description and comments and retrying to match stuff the best I can it was never doing what I expected.

So an interesting idea, just needs more work, possibly more then a game jam would allow but it could be something cool if worked on further.

Well done, though unless I missed it nothing said how to shoot; I ended up killing all but the last 10 snakes until I figured it out by accident, prior I had been luring them all to the tracks to run them over.

So a tutorial or prompt to shoot by the ammo would help, and either faster movement speed or a sprint / dash.

After figuring out which order to enter the code digits, I was able to figure it out.

Good use of the limitation, and could see this being further expanded with more WarioWare-like minigames to shoot each time.

A cool idea, and fairly well done.

Though it is tough to set it up, so maybe some more things to interact with other then aiming and shooting one bullet, such as moving things around to draw people to certain areas, or being able to pick up bullets from certain people so you can try to take out small groups at once but after everyone will be on edge after seeing anyone dead.

Very well made, I could see this being a full game with more content.

Though more uses for the money would make sense, like buying more charm space. As by round 5 I had max charms and hundreds of dollars with nothing to spend it on.

Also make it so the new enemy spawns faster if none are alive; By the end I would kill an enemy nearly instantly and then have to wait ages before the next one.

And maybe reduce the trip chance; half of my charms where the 'New Boots' to reduce it by overall 60% and I still tripped fairly often.