Simple game, matches the theme well. Luck isn't my thing, ended up losing every round, would love to see some odds or similar, like what actual betting has, to add some risk:reward concepts to what's already there
ZKyle
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Nice simple game, liked the AI navigation, with humans being able to climb walls. Did manage to bug a few humans out when they came out the cave for food as someone else ate the last bite they'd get stuck in place.
If you were to take this project further I'd suggest adding some quests to get players started, with some rewards, and some goals to work towards.
Thanks for the feedback, the art did end up rushed, they were mostly learning assets and starter kit assets since I went programming first and tried it all solo, I was aiming for the low-poly look, and would for an end project aim for a Synty-esque feel for a full game.
I'd definitely like to sort out enemy detection if I took the project further, didn't have time to add any raycasts by the deadline, along with all the big wall of text features in the comments. Thanks for the detailed feedback
Not completely new, but I'm using this as a chance to re-write my FSM in a new style, every one i've used in the past generated and stored a new state every transition (old ones were deleted, no problems there) but this time I'm generating all states relevant for each character upon instantiation, and switching between them using dictionaries. So far it's working really well, but perfectionism has caused me to spend a little too long on this sidequest
Nice game with a simple concept. Took a while to work out the controls, and the puzzles were on the easier side. One improvement I'd say would be to have a prompt on each level that introduces something new off to the side like ("Larger flames can kill the fireman" or "Use the Arrow Keys to move") just to aid with mechanics
Cute simple game, although the name worried me before playing 😂, managed to get all the way through without much struggle though. Laser boys are a little strong, and broke the visuals. The path the kids took flickered and the audio was a little overpowering. Loved that you could move the towers as and how you please though
Very atmospheric game with an interesting story with potential. It could be a personal preference, but I feel handling movement with the mouse would have made the game better to control, A/D turning became more of a battle with obstacles than anything, and the first guard who rescues you trapped me in the room until i could slowly push him out the way. That aside interesting, and spooky looking entry
Very simple but easily scalable concept, the possibility for more paintings and level layouts could be endless with the current theme, could have done with something somewhere saying to click on the art stand, as it was the last thing i tried to press, first being the robots, then the walls, before finally finding where my towers were, and a sound slider too, audio is so loud. Those aside, game was enjoyable
Thanks for the feedback, the basic starter sword is around 1 stamina bar to kill depending on which stats the zombies choose to scale, but once an enemy drops a better sword, you'll be seeing them die much faster, as well as consume less stamina, also difficulty matters in that regard too, glad you liked the ambience
Very well thought out concept, was left confused a few times since the Gun store wasn't visible from the spawn point so I found myself lost at the start, and when i did find him, the game made me instantly want the other guns in the store. After getting to the church the priest refused to leave the doorway of the church, walking in circles instead, leading to me killing the monster with bullets without anyone dying and without completing any objectives in the in the mission.
Fun simple game with simple progression, I'd like to have seen a bit more variety in the upgrades, the couple times i'd played the game kept forcing me to slow my fire rate which made it impossible to progress, all while wanting to boost my fire rate to make it more "bullet hell" looking. Also would've liked to have my audio settings saved, got my ears soundblasted twice 😉
Thanks for the feedback, glad you liked the game. That delay was one of the things i wish i'd managed to balance out better, but didn't have time to in the end, feedback was also unfortunately dropped for the same reason. Would definitely have a health bar if i had more time, probably one similar to those seen in souls games
Thanks for the feedback, the waiting was a balance issue, if I put them much closer you'd be able to see them spawn, and they'd often swarm the player too quickly even on easy, so I had to put them further away, in future I'd probably put a closer wave exclusively for the first wave to prevent the downtime. And I do agree with the font, but it was my last change made before the build and I just wanted to get off of default font 😂
Thanks for the feedback, as you've probably read I did want combat feedback but time caught up with me, and as for the enemy spawn distance it was a consequence of balance. Put them too close and extra waves overwhelm even on easy, and the player sees them spawn, put them further away and the player has nothing to do for a while
Thanks for the feedback! I did plan on adding staggers to enemies with a souls-inspired poise system, but couldn't quite add it in time with the time constraints, had it all in but the code, would definitely be something I'd be focused on in future jams as that's been the core area of feedback so far
Thank you for the feedback! I had planned to have a stagger and audio system in the game to show enemies were being hurt, everything but the code to cause a stagger is actually present in the files but time got to me and it was one of the core features that never made it to release, thank you for the high praise, glad you liked it!