Neon Z City by Odefus
Neon Z City takes place in an abstract cityscape. You play as an overmind and have limited control over the inhabitants of the city. You must try to herd them away from the ever increasing zombie horde and try to hold out for as long as possible before all humans are inevitably wiped out.
Alot of the work went in to crowd mechanics and getting the AI to behave in a realistic manner.
To play simply download the rar, extract it, and run the exe in the root folder.
Game controls by simply moving the mouse and a couple of keys which are explained on the entry screen.
If you are interested in reading it; heres my writeup about my ludum dare experience and the process of creating the game: http://ludumdare.com/compo/2014/12/08/the-ups-the-downs-and-the-things-in-between/
Created using Unreal Engine 4.
Alot of the work went in to crowd mechanics and getting the AI to behave in a realistic manner.
To play simply download the rar, extract it, and run the exe in the root folder.
Game controls by simply moving the mouse and a couple of keys which are explained on the entry screen.
If you are interested in reading it; heres my writeup about my ludum dare experience and the process of creating the game: http://ludumdare.com/compo/2014/12/08/the-ups-the-downs-and-the-things-in-between/
Created using Unreal Engine 4.
| Windows (Dropbox) | https://dl.dropboxusercontent.com/u/113819788/NeonZCity.rar |
| Windows (itch.io) | http://odefus.itch.io/neonzcity |
| Source | https://dl.dropboxusercontent.com/u/113819788/LD31ZCity.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44603 |
Ratings
| Coolness | 91% | 2 |
| Overall | 3.08 | 685 |
| Fun | 2.84 | 793 |
| Graphics | 3.04 | 589 |
| Innovation | 3.29 | 428 |
| Mood | 2.92 | 568 |
| Theme | 3.64 | 498 |
Lots of potential expansion with the idea, nice job!
The dark ambiend music would fit perfect... too bad it's silent. Anyway, cool game and concept :)
Couldn't have been a blue/green dot, maybe bigger than the other ?
Reds behavior ir pretty neat, congrats !
-AlucardX60
The game starts with a lot of civilians, and with the limited range of your character and the slow speed of civilians, it's impossible to prevent a very rapid zombie outbreak. Normally this would be no problem, but this leads to a situation where, under the current score system, there is no reason to protect the remaining civilians. You get a point per second regardless of how many civilians are alive, so why keep all 30 civilians alive when you can more efficiently run away with one or two? When there's a hundred zombies running around, it doesn't really matter if 30 more zombies are added, and an increase in zombie numbers is the only penalty for losing civilians. In the end, you'll be losing all except a few civilians within the first minute, then surviving for the rest of the game by hiding the handful of civilians (or sometimes even single civilian), waiting for zombies to approach and trying to run past them (which depends on luck more than anything else).
Eventually this means that skill and strategy don't really matter past a bare minimum of not getting yourself killed immediately, and it makes the late-game rather boring. A way to block zombie paths or some time-limited kind of invulnerability or some other meaningful interaction would allow for skill to play a much larger part. The strategy part could be enhanced by making survival of civilians actually matter, such as by having your score being dependent both on time survived and civilians being alive (such as just getting points equal to the number of civilians every second, or counting the number of civilians every X seconds and awarding a bonus for them, etc). It needs at least something to keep the end-game more interesting than 'wait for the zombie to arrive then run and pray'.
The zombies/civilians look nice, and the mechanics really add to the atmosphere (it really feels like a civilian is zombified whenever he's touched by a zombie, goes gray for a moment, then becomes red as well). Unfortunately, the white blocks are too abstract and don't remind me of a city which really hinders the 'zombies in a city' atmosphere. Music would've also helped lots to make it feel more dramatic. It's rare to see mechanics fitting the atmosphere so well, but it's a shame the rest of the game does little to capitalize on this.
Concept like the zombie virus.
Don't know why but my fps seems to low, if it can be play fluently that will be so great.