The mouse look was painfully slow. This is why I don't want to finish the game. I would've been fine with a slow walk speed, but the slow turning rate felt like wearing a straight jacket.
The zombies clustered in my game. I think this is because they're always heading toward the player. LOS code, or even some random movement would fix this.
Darkness was well used in this game. It's difficult to pull off because of eye strain, but it really does generate fear.
The concept was fun. The use of assets was nicely done.
I uploaded an update to address some of those issues:
- Fixed instructions, changed dash to sprint
- Sprint is way faster now
- Increased rotation speed, this is a doozy cause I have a gaming mouse and its set on high DPI settings. Sadly the drivers aren't supported on linux so I have no idea what its currently set to on my end, but if it still feels to slow I suggest increasing DPI on your mouse if able to. ------------------------------------------------------------------------------------------------------ I'm still working on the AI. I could adjust speeds of zombies, or add some other randomizing element. Currently the zombies just track the player and try their best to transverse the obstacles in the play area. I'll search around to see if there are better solutions.
I tried my best to get the best low poly assets to avoid the graphics from getting to compressed. It worked out pretty well, however the trees are supposed to have a sway to them every so often but its not a big deal.
I also realized that testing itch.io games on Firefox is not the best. Firefox has a good amount of built-in security permissions that go wonky when the browser is trying to take over something like the mouse. For best performance use a chrome-engine based browser.
All in all, thanks for the feedback, Much appreciated :)
Mouse look: Better, but there's a new error. After playing for ten minutes, the range of rotation was limited to less than 90 degrees.
Zombie AI: As a quick fix to prevent zombie clumping, I would set them to navigate toward the player only within a range of 30% of the play area's diameter. If the player is not in range for a zombie, that zombie heads to the center of an assigned quadrant where it randomly roams within that quadrant. This would make the zombies harder to kite.
← Return to game
Comments
Log in with itch.io to leave a comment.
The WASD instructions in game aren't correct.
Dash didn't seem to work.
The mouse look was painfully slow. This is why I don't want to finish the game. I would've been fine with a slow walk speed, but the slow turning rate felt like wearing a straight jacket.
The zombies clustered in my game. I think this is because they're always heading toward the player. LOS code, or even some random movement would fix this.
Darkness was well used in this game. It's difficult to pull off because of eye strain, but it really does generate fear.
The concept was fun. The use of assets was nicely done.
I uploaded an update to address some of those issues:
- Fixed instructions, changed dash to sprint
- Sprint is way faster now
- Increased rotation speed, this is a doozy cause I have a gaming mouse and its set on high DPI settings. Sadly the drivers aren't supported on linux so I have no idea what its currently set to on my end, but if it still feels to slow I suggest increasing DPI on your mouse if able to.
------------------------------------------------------------------------------------------------------
I'm still working on the AI. I could adjust speeds of zombies, or add some other randomizing element. Currently the zombies just track the player and try their best to transverse the obstacles in the play area. I'll search around to see if there are better solutions.
I tried my best to get the best low poly assets to avoid the graphics from getting to compressed. It worked out pretty well, however the trees are supposed to have a sway to them every so often but its not a big deal.
I also realized that testing itch.io games on Firefox is not the best. Firefox has a good amount of built-in security permissions that go wonky when the browser is trying to take over something like the mouse. For best performance use a chrome-engine based browser.
All in all, thanks for the feedback,
Much appreciated :)
Instructions: Check.
Sprint: Check.
Mouse look: Better, but there's a new error. After playing for ten minutes, the range of rotation was limited to less than 90 degrees.
Zombie AI: As a quick fix to prevent zombie clumping, I would set them to navigate toward the player only within a range of 30% of the play area's diameter. If the player is not in range for a zombie, that zombie heads to the center of an assigned quadrant where it randomly roams within that quadrant. This would make the zombies harder to kite.