Pretty decent but unpolished in some areas, there’s messy hitboxing, incredibly resistant enemies (I’m unsure if the game just wants me to avoid combat), unfortunate movement, messy triggers and environment (elevators leave without you (left me softlocked) and traps don’t hurt enemies (turrets and zombies should fight).
Overall on the narrative though, the Sci-fi piqued my interest but the zombie plotline is okay and I feel the game hit me right when doing the intro, the isolationism and quiet was a bit more effective.
Thanks for the comment! I want to address the combat part, no enemy is designed to be a bullet sponge or anything like that but every one of them has certain weakspots that would cause them to take more damage and we intended for players to at least land 1-2 hits to their weakspots in combat.
But, we are also aware that it is not very clearly explained or shown visually which was due to our lack of time since this was a school project that had a tight deadline.
I actually agree with you with the traps, but we added them into the game in very late stages of development so we wanted to keep them very simple to avoid problems and bugs that might occur.
Other problems you mentioned was caused by a lack of testing feedback from other people since we didn't really have a test team and when you are testing things as the developer you can miss a lot of small details like that :(
Your feedback was very valuable, really appreciated. Hope you have a great day! :)
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Pretty decent but unpolished in some areas, there’s messy hitboxing, incredibly resistant enemies (I’m unsure if the game just wants me to avoid combat), unfortunate movement, messy triggers and environment (elevators leave without you (left me softlocked) and traps don’t hurt enemies (turrets and zombies should fight).
Overall on the narrative though, the Sci-fi piqued my interest but the zombie plotline is okay and I feel the game hit me right when doing the intro, the isolationism and quiet was a bit more effective.
Thanks for the comment! I want to address the combat part, no enemy is designed to be a bullet sponge or anything like that but every one of them has certain weakspots that would cause them to take more damage and we intended for players to at least land 1-2 hits to their weakspots in combat.
But, we are also aware that it is not very clearly explained or shown visually which was due to our lack of time since this was a school project that had a tight deadline.
I actually agree with you with the traps, but we added them into the game in very late stages of development so we wanted to keep them very simple to avoid problems and bugs that might occur.
Other problems you mentioned was caused by a lack of testing feedback from other people since we didn't really have a test team and when you are testing things as the developer you can miss a lot of small details like that :(
Your feedback was very valuable, really appreciated. Hope you have a great day! :)
I didn't realize this was a school project, that makes everything even more impressive.
Thank you so much :)