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(+2)

Looking at other comments, the criticism I'd give is nothing you don't already know so I'll spare you. Was only able to play two rounds due to the lack of mouse inversion but otherwise the game is fun and has a lot of potential. If at all possible, might be a longshot, but co-op multiplayer would be phenomenal. Looking forward to the next update with mouse inversion/key binding options hopefully. 

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Is certainly a work in progress, am working on the inverted mouse option and controller support as we speak. Few other things planned for next update:

1. More Weapons- pistol, shotgun, rifles, rocket launcher, grenade launcher

2. Better ammo/reload system

3. Custom map of Spoonerville not the demomap of Synty Polygon Apocalypse

4. More maps

5. Collectibles

6.  POI Points of Interest 

(+2)

I'm having an odd bug, after saving a hostage I cannot reload my gun and rely on grenades the entire time. Also, every time I reload, it just adds more and more ammo to the current magazine.

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working on a max ammo clip so the near unlimited ammo isnt happening, I believe I've encountered the hostage bug disabling your weapon too, I'll look more into it and try to replicate again.

Thanks for bringing these to my attention, are you enjoying the game so far other wise?

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Experience is bad, ammo is low, grenades will escape and cannot be set

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Isn't really an experience bar, unless your talking about overall game experience in which quality of life improvements are on the way. Low ammo is known and makes it harder but with the right explosions you can wipe out a horde of zombies and loot their bodies. Will work on a better balance, also working on improving the grenades

(1 edit) (+1)

Keep getting stuck on almost complete levels. Killed all zombies near the portal, but seems some never come out. 

No way to pause or exit the game.

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Working on it! Thanks for the feedback, will be corrected in next update

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Hi! I like the visuals, but gameplay-wise, it surely needs some more work, which I guess you might already have on your to-do list since this is just version 1.0. I'll surely play with newer versions! 

Some issues:

  • 1) the problem with invisible walls, opened doors in the trailer park that you can't cross. If it looks that a player can go to, a player will try to go.  
  • 2) no clearly defined objectives for the mission/level - for example, how many hostages to save (like "8/10").
  • 3) no sound feedback when you get an object (different sounds for ammo, money,  grenades, etc.). Also, the counters on the HUD could blink or something like that to give visual feedback.
  • 4) no rebindable keys... yet (but hey, thanks for the F1 help :)
  • 5) for some reason, I didn't finish wave 2, maybe the zombies were stuck in someplace where I didn't find them (and I didn't find any when looking for the remaining hostages).
  • 6) Suggestion: one sidearm such as a pistol with rapid-fire but lesser ammo could add some more tactics. Maybe the money is just for that, buying new weapons, ammo, health, but I didn't pass wave 2!

Also, I don't want to sound harsh on you, so congrats on your release, it's out there now!

(+1)

Not harsh at all, you provided some really good feedback!  Here are some answers


Some issues:

  • 1) the problem with invisible walls, opened doors in the trailer park that you can't cross. If it looks that a player can go to, a player will try to go.  

Bounds are put up to limit areas that are undeveloped, a "You can't go that way" will be a temporary fix untill I fill the whole map with more content

  • 2) no clearly defined objectives for the mission/level - for example, how many hostages to save (like "8/10").

Had this in mind too, will be added in next patch as well as a fix to their follow animation

  • 3) no sound feedback when you get an object (different sounds for ammo, money,  grenades, etc.). Also, the counters on the HUD could blink or something like that to give visual feedback.

Will do, have the sounds already was an oversight

  • 4) no rebindable keys... yet (but hey, thanks for the F1 help :)

Requested and brought to my attention by another player, also the ability to switch to inverted aim

  • 5) for some reason, I didn't finish wave 2, maybe the zombies were stuck in someplace where I didn't find them (and I didn't find any when looking for the remaining hostages).

Mmm, I felt I fixed that, possibly a collision issues as they all spawn at the portal. Will play with the spawn time so they have time to move out of the way

  • 6) Suggestion: one sidearm such as a pistol with rapid-fire but lesser ammo could add some more tactics. Maybe the money is just for that, buying new weapons, ammo, health, but I didn't pass wave 2!

Weapons are on the way but I need to add damage to all of them and will take some time, future weapons include- pistol, assault rifles, shotgun, sniper, grenade launcher, rocket launcher, even the ability to call in an air strike

Can always reach out and give us feedback and insights on how we can do better. We're a two person team (down to 1 currently as my partner is busy overseas in Ukraine)

(+1)

No tutorial on how you are supposed to do things like close gates, no ability to configure controls, weapons recoil uncontrollably, grenades are farts, zombies are dumb, lots of invisible walls... Visually it is interesting and neat, but I playing after a few minutes is not promising.

(+1)

Working on a tutorial area before you get on the plane, close gates? Like the doors on the houses?  

Will look into adding a control setup as well, can look into the weapon recoil but realistically weapons do recoil and a burst tactic on how you fire may be more suitable. 

Lmao, the grenades need work, not an 100% hit and they sometimes fall thru the floor

Will open up the rest of the map to remove the invisible walls and add more content. 

Zombies are exceptionaly dumb, and I'm working on the code to either make them spread out more or do in different routes, maybe have less of a sight radius and patrol untill you're close, idk. 

Hope to win you back as it is a prototype and very early access! Thank you so much for your message and pointers, I really do appreciate them.

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Ahh the gate you mean the portal letting the zombies in, would be a nice addition, currently you need to finish wave 10 to stop the zombies, ill add a disabling of the portal after that and a notice to make it back to the extraction zone where you'll head to the next level (once made)

(+3)

Game auto-starts SteamVR. Could you please disable this? 

(+1)

Will definitely look into this, thank you so much for letting me know