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(+1)

I like the game, it's simple and fun to play. However, there is always room for growth.

Improvement:

- Add visual/sound feedback for hits, kills, and money

- Show enemy strength progression. Level transitions need clearer cues

- UI may respond when upgrades can't be bought

- Add score display, health indicators, (maybe) hold-to-fire

Good potential, just needs more juice and clarity.

Thank you for the extra feedback! Visuals and sound are the main focus for the final version so that's coming.

Other people also specifically mentioned some of these things which I was oblivious to as the maker! "Level transitions"  are explained in a different comment below, so I will look into adding some sort of notification on the screen.

Also for the upgrades you can't buy, I assume it was just not easy enough to see that the button was slightly grayer?

Hold to fire was also mentioned, but I still have to decide on it :)

(+1)

I like the way the incremental concept was applyed, seeing numbers go up is always fun.

I do think this kind of game can always go a long way with all of the "jucie" and visual responsiveness. I would like to get a better feel of the damage I am applying and how much money I am earning with each kill. I feel like it would make me a lot more likely to keep invested.

(+1)

The game is definitely on the fun side, however i do think that it does lack a bit of juiciness, where i think something extravagant like the zombies just blowing up or some sort of animation when they die would make it better with some sound effects. The controls are unique in my opinion, most people me included with muscle memory still had a finger on the spacebar but this was easier. The artstyle is really nice, the mc kinda looks like red from pokemon(unrelated).

I think overall the game has potential, its kinda like ones where you spend hours on levelling up and getting stronger, but a high score would make it even better.

Thank you for the kind words, I'm glad it was fun!

I agree with the juiciness, and that will be the main focus for the final version! I'm glad you liked the artstyle, I think everything fits very nicely even though it's from different asset packs (one of them had the MC, so I don't know if it was inspired by Red but it definitely looks like him :))

(+1)

I like the idea! One thing I’d suggest is making it more clear when the game moves to the next level. I noticed that in the second level (or what I assume is the second), zombies take more bullets to kill, but visually they look the same. It would be great if their appearance changed slightly — maybe different colors or textures — to help differentiate the stronger ones. Maybe show a short screen title for a few seconds like: “NEXT LEVEL!!! Zombies are now tougher!” — or something like that. 

Thank you for the feedback! In fact, there are no discrete levels (or at least you would have to consider them very plentiful), since the spawn rate, health and damage of zombies increases every 10 seconds or so by a small random multiplier. I do like the idea of having a brief popup notification for this, though, so I will consider it! Some indicator for the changes on the enemies will also be added.

(+1)

Pros:

  • The graphics of this are really cool, love the Minecraft looking tools with a bit of a twist. Even the menu is impressive and clearly a lot of effort was put into the aesthetic.
  • Being able to upgrade your player between games to get stronger is really cool


Suggestions:

  • Clicking 'take a break' from the menu breaks the game I think ( had to reload the page to play again
  • It would be nice to add some feedback in the main menu if you can't upgrade due to lack of money. at the moment it just doesnt respond at all.
  • I really struggled to well in the beginning and it took me a while to get to the stage where I was able to buy upgrades to progress. This might be a skill issue to be honest
  • Maybe it would be cool to be able to move the player in a later developments
  • It would be nice to keep track of the score 

Thank you Oli!

  • Yeah "take a break" literally breaks the game in itch.io/html embed, this is because it's supposed to be a quit button and that's just how that's handled here I guess
  • The button does become "inactive" if there is not enough money (even though it still responds to hover) by becoming darker, maybe I need to make that more dramatic
  • Score tracking is coming (at least with a money counter in the game so you can watch it go up), also, the point is to struggle in the beginning :)! It is impossible to beat without a good chunk of the upgrades, so the grind is a gameplay element :))
(+1)

pros:

  • I like the design.
  • I find the game loop fun.
  • The UI is nice and simple to navigate.

cons:

  • I really miss any sort of health indication, either the player’s or some sort of feedback on hitting the enemies as I often didn’t know whether they hit me and disappeared or I hit and killed them.

other notes:

  • First of all I think you should move the stuff for the testers into the description, I wouldn’t assume everyone’s curious about the devlog :D
  • I’d appreciate a way to hold an arrow for continuous firing without having to spam click so much.
  • I noticed the gun shoots on both button press & release, not sure if that’s an intentional feature.
  • I find it could be more visually intuitive to split up the player and enemy modifiers in the shop a bit more, you have 3 rows of [ only Player | Player & Enemy | only Enemy ] upgrades, it’d make more sense to me to just split them into two triplets of player & enemy upgrades/downgrades.
  • Maybe some enemy variations could be interesting, even simple stuff like spawning a special one worth more money would be a pleasant surprise while playing.
(+1)

Thanks a lot for your review!

  • Yup, juicing it up with hit sounds/animation and health indicators (among others) is first on the list of additions
  • I forgot about the project description under the game! Added the controls there
  • No continuous firing was half intentional, it happened when I switched to using new input system for which I only check if the button was pressed this frame instead of if the key is "down", but I thought it was cool to give the player more tactile feedback since it is a two button game after all. Is it really annoying? Some other people mentioned so I might change this. Also the firing on release is really weird and idk why it happens, might be something with new input system also.. However it might be a good balance between continuous firing and spam clicking :)
(+1)

I think it’s totally fine to have the actual button tapping as a game feature, not allowing holding it, since I guess it would take part of the gameplay out now that you say it. It’s not really annoying, but maybe you could also lay more into it with some feedback when you have it reloaded or something.

The game is really cool though, so don’t take my walls of text in a bad way. :D

Btw If I were to guess, the button thing could be that you’re just checking the button press itself and not the context.performed on the relevant action. I believe it’s different from the older input in this way.