Alone in the Scary Darkness with Zombies by Codexus
Finally mostly done. I wanted to do the compo so I did not take advantage of the more relaxed jam rules. All was done solo and made myself but I needed the extra day.
Pro tip: attack the zombies from behind for extra damage.
I didn't have time for difficulty balance so it might be too easy or too hard. I nerfed it a bit just before submitting so probably on the easy side.
EDIT: I added a 800x600 version which might help people with small screens or slow graphics card.
Pro tip: attack the zombies from behind for extra damage.
I didn't have time for difficulty balance so it might be too easy or too hard. I nerfed it a bit just before submitting so probably on the easy side.
EDIT: I added a 800x600 version which might help people with small screens or slow graphics card.
Ratings
| Coolness | 35% | 376 |
| Overall(Jam) | 3.14 | 32 |
| Audio(Jam) | 3.20 | 32 |
| Community | 3.50 | 46 |
| Fun(Jam) | 2.45 | 71 |
| Graphics(Jam) | 3.68 | 30 |
| Humor(Jam) | 1.56 | 108 |
| Innovation(Jam) | 1.75 | 132 |
| Mood(Jam) | 3.35 | 15 |
| Theme(Jam) | 3.14 | 30 |
Good catch on the inverted normals, somehow I didn't notice it until you mentioned it.
Thanks for the feedback
But then I found out that I could jump with space and forgot that silly idea.
Anyway, some suggestions:
- There is a health box in the second floor that can't be picked up. It is near a door by a zombie.
- Since lighting and the 3D visuals are the strong point of your game, maybe you should make a level design that put that more in evidence. For example, I was thinking of things such as a hole in the second floor looking down into the first.
- Combat was a bit dull... approach the zombies from behind, then hack hack hack hack... Maybe if the attack of the zombie was faster, deadlier, but also had some cooldown, we could have a more dynamic combat: approach, hit, get away... bait an attack, get away, approach hit, etc.
Thanks for the game :-D