dnivie 2022-10-03 05:29
Pretty cool, ~150 is my best score. It would be nice if the difficulty scaled as well as being randomly changed. The enemies had 1-2 HP all the way through for me.
Foon → Ludum Dare Explorer → LD51 → Zombie Street
By badoomtch
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 462 | 2.72 | 24 | |
| Fun | 470 | 2.43 | 24 | |
| Innovation | 478 | 2.29 | 24 | |
| Theme | 368 | 3.25 | 24 | |
| Graphics | 359 | 3.04 | 24 | |
| Audio | 392 | 2.14 | 23 | |
| Humor | 316 | 2.16 | 23 | |
| Mood | 428 | 2.38 | 24 |
Pretty cool, ~150 is my best score. It would be nice if the difficulty scaled as well as being randomly changed. The enemies had 1-2 HP all the way through for me.
Pretty neat game :) i really like the idea of changing your weapon stats every ten seconds. I would like to see some varietyin the enemies itself. Maybe two or three different prefabs which are unique in how they attack or move. My best score so far is 135 :eyes:
Pretty cool! Really fun and arcade-y! Intersting take on the theme. Solid jam game!! :))
The game is not bad, but I lacked the action
My best Score is 200, then I got bored. I think the things should only get higher and not decrease in Value.
The itch.io link and the embedded game in this very site do not work for me (I am using Firefox, Windows 10)
Nice, well rounded experience. The difficult is at the whims of the random change, so on average it was usually the same. For me, that meant that after a score of 200, I had to let myself die in order to see what would happen once I lost. Maybe make it so that there a 75% chance of a bad modifier every 10 seconds, and 25% of a good modifier? That way it trends to be more difficult over time? I like the 3D environment, and how your character spins around gradually rather than just instantly flip back and forth. I also like the little knockback when hitting an enemy. It felt like the bullets had weight to them. Good work!
Solid foundation, but needs more variety beyond just numbers changing slightly. In the end I didn't lose because I got overwhelmed, but because I got bored.
Simple idea but well executed, I like the art style as well. The music is a bit repetitive though.
Solid foundation, next things I would do is make the changes more drastic. Change more things that are immediately obvious, e.g. bullet speed, firing cooldown, reload time, number of enemies. After a while, start changing multiple things at a time, and bias the selection towards making it harder. After that, add some screenshake and crank up the particles.
Pretty cool, liked the graphics a lot :) Would have been cool to have the changes be more based around your weapon, maybe different types, or different ammo. Well done!
I liked the 3D models, the animations, and lighting effects. However the game was far too easy, and could definitely have benefited from some ramping up of the difficulty over time. Also, I liked how you could shoot your own bullets.
A simple fun game to play. Could be nice if the players get to choose the abilities themselves, and the game does require some more varieties. Overall, the game is nicely done.
Simple but fun game. I wander if the changes are completely random, as I kept geting enemy HP down and made the game too easy.
Nice entry, quite simple but good for a COMPO game. Some thoughts: - It's too easy, almost impossible to die - I love the bullets physics
I can't get the game to load :(
Please fix so I can rate it!
@steffo I run into the very same problem (under Firefox); actually, checking the navigator console, I see the following, which I also got for other games (including trying to embed mine here X)).
> WEBGL_debug_renderer_info is deprecated in Firefox and will be removed. Please use RENDERER. WEBGL.loader.js:1:9894 > > Uncaught DOMException: The operation is insecure.
Also, opening the [itch.io link](https://badoomtch.itch.io/zombie-street) gives me a 404 error! And I see no trace of the game on [badoomtch’s page](https://badoomtch.itch.io/).
I will try a desktop version; @steffo, cannot you try one? If you are using Linux, Wine should run the Windows version, for example (I just saw someone — Ale — say he did so for [another game](https://ldjam.com/events/ludum-dare/51/10-seconds-or-less)).
PS: it does work on desktop! :)
> I will try a desktop version; @steffo, cannot you try one? > > —@mossieur-patate
Yeah, I can try Wine, but admittedly I was a bit lazy and didn't feel like creating a new prefix for the game :innocent:
I'll probably do so in the future, thanks for the suggestion! :smile:
(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)
1. judging by the description, you went by the classic *randomness* interpretation of the theme 2. title screen: I like the city scenery! As for the music: I have mixed feelings, because there is a sweetness, but the *tones* are a bit aggressive, more so than classic Game Boy. Did you use a tracker by any chance? If so, it should be easy to switch some of the samples to softer waves. :) Still, the music volume setting is then a welcome one! Yes, sounds good when lower :) 3. characters feel like Lego! Cute :) 4. haha, mouth-made firing sound? (with randomised pitch) I like the handcraftiness 5. I love how the character and bazooka (coherent) rotations are different 6. the settings panel can serve as a pause mode, which is good, but maybe adding a proper pause button (next to it, for example) would be useful 7. the random changes seem to have very little impact on what happens to me; the zombies are easy to take down. I guess parameters should be balanced. Later: **discard that**, I realize things get *progressively harder*, which is good! Maybe you should just make it happen a bit faster? Later: actually, no, there *is* a mix of advantages and drawbacks as I thought; I think some way of ensuring that things get progressively harder would be good: for example, some global parameter metric/weighting that should evolve. This is close to Jeremia’s idea, although I think you cannot overdecrease some of the player’s parameters; Diego Escalante’s suggestion is even closer; and Rialgar’s too; KokkakNiphon’s is also an interesting addition 8. if you have maximal supply of ammo and a supply penalty, you then have more than maximal ammo (10/9, for example) 9. you can still get the shooting sound and rotation while in settings menu ;) Oh, actually, this allows you to ‘order’ shots (and cheat)!! And also, forced to shoot to open it 10. although I enjoy the music, I think some more dire vibe would have better matched the zombie invasion/panic! This one is still right for the title screen 11. I really like that shooting works like artillery instead of straight lines :) 12. "BULLET FORCE DECREASED BY 200": nice, physical change! 13. getting hit on purpose (because this still had to happen! X)): oh, not that much damage, and with moderate rate! But you apparently cannot heal, which may make up for it 14. for the record: reaching 280 points; stopping there, letting myself lose. Hey, since zombies align themselves colliding, are we hit only by the closest ones? Also: restarting resets at least the music volume (but not in the interface). And zombies keep spawning during the game over screen, making it a giant line that moves from time to time as a snake! One zombie guy even ended up on top of it XD Ravenous zombie snake.
**Takeaway:** lots of nice things (cuteness, physics, {movement + firing + hitting} details, scenery, sounds…), but the biggest thing that could use tinkering is how difficulty is managed, as others said (and there were good suggestions, see above), and secondly, get some more variety. I also thought the theme connection and game concept are classic, although fair and working. Oh yes, maybe add a nice hitting sound, for sensations. :)
Thanks for the game, you can enhance it to make the most of its potential!