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A jam submission

Zombie Chase (MiniJam187)View game page

Alternate between running and fighting, in this zombie survival jam game.
Submitted by GameCarpenter — 7 minutes, 50 seconds before the deadline
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Zombie Chase (MiniJam187)'s itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#532.9472.947
Concept#603.1053.105
Enjoyment#742.5262.526
Overall#752.6842.684
Presentation#922.1582.158

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
1

Software used
Godot, FL Studio, Piskel.

Use of the limitation
One resource (coins) which you use to pay for firing arrows, getting hit, and winning the game.

Cookies eaten
Maybe 2? More of a bowls of ice cream jam this time =P

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Comments

Submitted(+1)

It was pretty fun and I like the visuals. My only complaint is that the player walking is too slow. The game might also need visual feedback/sound effects. Good work!

Developer

Good catch, yeah, there are a couple areas where I think sound effects would have brought some more clarity. Ultimately they got pushed out of scope, I had considered speeding up the walking speed while running away especially, Good commnets.

Submitted(+1)

Wow, this was addictive! I really wandered around between coins 10 to 15, but I finally managed to beat the zombie in the end. Awesome game, seriously. Well done!

Developer

Thanks! It's not super obvious, but there is a touch of rubber banding where the waves get a bit harder as you get closer to the goal - a kind of implied level system. Good Job!

Submitted(+1)

Awesome concept! The retro ties in very well and the animation is also pretty nice.

Developer

Thanks! I'm glad you liked the concept! I'm glad you liked the animation! I wasn't necessarily planning on having it as scaled up as it ended up being in game, or I might have doubled the resolution one more time XD.

Submitted(+1)

The retro feels make this game stand out. I like it

Developer

I'm glad you like it, I quite pixel art stylistically, and I've been working with color-mapped noise textures lately for things like the clouds and ground in this game.

Submitted(+1)

The pixel art animations are really good, overall nice job!

Developer

Thanks!.. Did you get a chance to check out the winning screen art?.. I don't know how well it plays at that size, but it got a decent amount of time in those precious few hours near the end of the final day.

Submitted(+1)

I'll have to play again I don't remember if I did

Developer

If you like! No one's commented on it yet, so I figured I'd ask you since you commented on the pixel art =P.

Submitted(+1)

The concept is really cool. I really liked how the music changes with the day and night cycle 😃. Overall, the game is great 👍

Developer

Thanks! I thought that part turned out really well, although it meant giving up variable length nights (so thematically seasons). Alternately, I was considering doing it by pitch-shifting the music to match the selected night duration, but I didn't like how it sounded in testing. Maybe a set of curated pitch shifts would have worked, but even so, this is the speed I composed the music at, which is a definite bonus. Some of the ornamentation gets totally lost in the mix at faster tempos.

Submitted(+1)

Cool zombie survival with a day/night cycle twist—loved the retro feel and the tears animation. The movement was unique but took some getting used to, and the ground texture was a bit distracting. Still, a fun and balanced game!

Developer

Thanks! Yeah, I was trying to do perspective with a shader with mixed success, maybe I'll revisit it when I have more time, if I ever want to try this sort of thing again. There were definitely some visual sacrifices made to help it play better at times, for instance, the chance the enemies have to bounce way off to the side - it totally ignores movement speed and perspective rules, but it can help keep the player hemmed in  sometimes or chase them down, which makes for a better experience. I'd love to do some more advanced pack AI stuff with that (movement rules that take into account where the other zombies are as well)

Submitted(+1)

I love the concept and the interpretation of the theme as a day and night cycle. After a few tries, to get the hang of the controls and perspective, I managed to get 20 golds, and honestly I had a blast. It felt pretty well balanced. I think the ground texture can be improved, as it can be offsetting sometimes. The characters' sprites, on the other hand, are pretty cool, I especially loved the tears animation. Good work! 

Developer(+1)

Thanks! I'm glad you enjoyed it. I always like to try new things so I learn something new whenever I do these, The terrain is a noise texture mapped to a complex 1d gradient. The tricky aspect was creating a shader to create a perspective effect, and I didn't really nail it, but I'm still pretty happy with what I ended up with. I feel like I know how to approach it now for next time, if I ever take on a similar challenge =P. It was surprisingly difficult to get items at different scales to move at different speeds when you strafe, while still making sure your arrows hit things you are initially lined up with =P.

Submitted(+1)

Wow I love the consept and how you incorperated the theme into your project. The player movement is realy interesting and i dont think iv seen it before, the art for the player and zombies is realy well done and the controls are intuitive. If you had more time then adding art in the same style to the sky and ground would be nice.
Overall, good work :)

Developer

Thank you!

I'm still figuring out what options I have to unify pixel art graphics with the shader/generative techniques I've been exploring lately. 

Submitted(+1)

I liked the retro-style asthetic, though the player movement was a little unusual. But overall i had fun playing it.

Developer

Yeah, in a 3d movement sense you would call it strafing based movement. Certainly more of a 2d movement approach, which makes sense in this hybrid context. Sort of a cross between the era of the sonic mania bonus level and the type of first person they were exploring in games like Goonies II (but much less polished!) 


Thanks for playing, glad you enjoyed it.

Submitted(+1)

I loved how the music would change back and forth lol, brilliant!

Developer(+1)

Thanks! There's actually an interesting point in the development about that. Long story short, I decided to go with a fixed duration for the nights in order to maximize how good the music sounded and worked in other methods to make enemy patterns a little more random. The immediate fix being adding a little variation in how fast they move from where they are to the player, which means their first bump happens at different times (though their time between bumps should be the same.)