Zombified by chesschaser
Unfortunately, Jack has been turned into a zombie! However, not all hope is lost, as he has heard that there is an ancient stone deep in the forest that can bring him back. He must venture deeper and deeper into the woods to complete his mission! Using WASD or the arrow keys to move and SPACE to jump, he won't be able to get there by himself. He needs YOUR help! Quick! Help him find the ancient stone!
| Link | https://chesschaser.itch.io/zombified |
| Original URL | https://ldjam.com/events/ludum-dare/48/zombified |
Ratings
| Overall | 1858th | 2.604⭐ | 26🧑⚖️ |
| Fun | 1799th | 2.478⭐ | 25🧑⚖️ |
| Innovation | 1888th | 2.104⭐ | 26🧑⚖️ |
| Theme | 1771th | 2.667⭐ | 26🧑⚖️ |
| Graphics | 1746th | 2.326⭐ | 25🧑⚖️ |
| Audio | 1256th | 2.217⭐ | 25🧑⚖️ |
| Given | 25🗳️ | 35🗨️ |
Maybe a possible feature would be to turn the cam and char using themouse?
Two suggestions I would have are to:
1. Add textures to the water or change the color of the background water in order to help the player's depth perception.
2. Be careful of placing trees in places that can block the player's camera.
Otherwise nice work, keep it up!
Cons: A little bit stale after a bit (tho I adore the moving platforms), player could be faster, camera movement by mouse, make animations for AWSD (because you used Input.GetAxis("Horizontal"), game checks for both arrows and A) because they only work for arrows.
Things I noticed:
- A wee bit sluggish in terms of speed.
- Moving with two keys seems to be a bit faster than only one direction.
- Seems like the platforms can be slowed down by moving into the next one (collision).
- As noted by others, camera rotation would have been a great addition to the experience.
As soon as possible I will put my analysis here too.
I hope you enjoy the video.
https://youtu.be/7dy-tdwK9eQ
1 - Mechanics, Learning and Flow:
The main mechanics identified was the platform in a three-dimensional environment. With exploration and advancement within the stage using jump, displacement and (perhaps in an unplanned way) climbing. The objective of the game is to arrive at some point in the stage (usually with a flag and visual markings to indicate the end).
The game has some increase in difficulty between stages, presenting diversification of challenges and addition of layers and combinations of mobile and static platforms.
The jump can be a little bit bigger, the player's character (PC) could spin (even if the camera doesn't rotate together) and it would be interesting if the character could accelerate his speed a little while on the ground (this could generate balance challenges and reduce monotonous parts of long corridors that currently exist in some stages).
Consider reviewing the collision box in the lakes, just getting close to it will lead to defeat (which can be quite uncomfortable).
2 - Graphics, Audio and Narrative:
The graphics are clear in relation to most elements, especially considering the time to produce the game. I don't know if it was planned, but elements like the character itself and trees can impair vision at times (it may be interesting to allow a first-person camera (or have a "first-person mini-camera at the top of the screen"), just as it could be interesting to make trees that are already outdated become transparent or invisible.
The audio can be a little quieter (in the menu) and can be muted for a more comfortable experience. It would be interesting to have some track inside the game loop. The sound effects can be diversified, for each time you perform a certain repetitive action draw between one of them.
The narrative depends on the reading of a text, fortunately the text is inside the main menu (it would be interesting if it were presented in another format, however it might hinder the pacing of the game); so I couldn't imagine a good way to integrate the narrative further (but I noticed an interest in delivering a narrative).
3 - Culture:
The game reminded me of games like Spyro, Rayman and Crash. Fortunately I remembered more of the last two, because the camera was not so mobile (which makes me sick, unfortunately) because I like the three games mentioned.
With the proper work in character design it is possible to build a deeper narrative using the same mechanics as the basis (I don’t know how much cloth for the manga the narrative could give, but the question and zombies can be worked on as a partially reversible curse and that could go on being resolved in more scenarios, with more and more elements).
4 - Monetization:
I currently don't see how to monetize this game. To reach a commercial level, it will take a lot of artistic polish and expansion of features, but you have a base that seems solid to work on.