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Call of the Horde's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Satisfying Interactions | #9 | 3.833 | 3.833 |
| Compelling Gameplay | #10 | 3.833 | 3.833 |
| Overall | #21 | 3.233 | 3.233 |
| Appealing Theme | #23 | 3.500 | 3.500 |
| Made Me Think | #28 | 2.333 | 2.333 |
| Stylish Visuals | #31 | 2.667 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hey, I will drop my feedback below:
It is mostly ok, I think ammo counter is far away from action and I would like a clearer separation between sprint energy and recharging weapon feedback.
Imo the camera should be clamped to avoid it going too far away from the player.
If feels ok, I would like more variety than slow zombie and fast zombie though.
I think the core idea is replicated well here.
Building barricades, buying weapons, upgrades and special items.
Camera perspective, level layout, enemy types, low depth in weapon upgrade system, being in plain daylight.
I think I feel less inmersion here because of the camera perspective and the fact that it happens in daylight with no usage of darker environments and illumination layout to generate more tension.
Aiming at some zombie and losing info about your character is because the camera moves very far away.
It's odd that the zombies can go through windows but the player can't do the same.
It wasn't clear for me how much time I got left in a round and exactly how many time (second to second) I had left before a new round would start.
The tension of not knowing if you will survive a zombie attack feels good.
Thanks for the feedback! Art style is a huge issue and will be updated. As far as how long until the next round, there is a message at the start of a round telling you when the next wave will start, as long with a message when the first spawn starts. In the future, there will also be audio queues.
Do you think the aiming is really only a problem for the sniper or also other weapons as well?
I think the effect you are going for is nice but the camera should be clamped to avoid going too far from the player for all the weapons not just the sniper.
Hmm, I'm so torn on how to approach the issue. The far view is necessary, but It's a common enough complaint that I think I do need to clamp it.
Which would you say is the main reason the camera is annoying? You can pick more than one, but if you do, can you rank them in order of most problematic?
How do you feel about the idea of the following possible solutions?
Glad that feedback helps, about your questions:
Imo mostly 3 then 1, 5, 2, 4 in that order.
About your ideas on how to improve I like 1 the most, maybe it can even be the right click button that is kind of standard for aiming. Having some onscreen indicators would be nice as well imo.
Thanks for the feedback! I had a failed ADS prototype, but all the feedback can hopefully help me find a happy medium.
There is a new build of the game on the page so I'd be curious if it addresses some of your biggest concerns from the jam. Mainly overhauled the graphics and made it so the "hip fire" aim doesn't scroll vary far and you have an optional ADS for the times you do want to aim further away. There are some minor small things as well, but the big thing still not added is more depth in enemies and weapon upgrades, but there are now melee weapons and grenades.
Very fun! Similar in a lot of ways to my game ReDead. I was worried about the aim but it felt pretty good once I got used to it (though I would prefer the camera to lead the character instead of lagging behind so that I can see where I'm going). The decals for footsteps and bullet holes were a nice touch but they would look better if they didn't have to align with the grid. The shooting felt good overall but slowing the character down so much with heavier weapons kind of took away from the power fantasy. I would also like to see more open spaces with enemies coming from multiple directions. Overall I had a good time with it.
thanks for the play and I planned on checking your game out as well! Some responses to your feedback:
thanks for all that wonderful feedback! Will hopefully get to test your game tomorrow and compare and leave feedback!
It's definitely good to add multiple difficulty levels for the player to choose from. It's hard to find a balance that works for everyone. Even among first time players there can be a big gap in what level of challenge they might enjoy.
I checked out your game and it was fun!
In terms of difficulty, I'm thinking of giving players custom settings for the match. Ideally I would love for this game to encourage playing with friends. So having different game modes (just twist on the match rules) and having custom settings will hopefully allow some really casual almost friend slop fun.
There is a new build of the game on the page so I'd be curious if it addresses some of your biggest concerns from the jam. As far as your initial feedback, I've balanced weapons a bit more so you're not as strongly punished for the bigger weapons and overall made each weapon a bit more practical hopefully.
As far as map layout, I've also adjusted the layout slightly so you have more room in the "alleyways" to move between the deadzones easier. I've also changed the starting room to be outside the building to reinforce the idea that the building is the safe heaven, and giving the player options on how they want to navigate the map and which paths they want opened. I've also added the mystery box, med kits, and stronger one-shot weapons to be outside of the building to give the player a reason to leave the building.
hey i just played this and left my feedback on the discord
As you'll see on discord, there is a new version of the game and I'd greatly appreciate if you took a quick moment to see how the build compares! You didn't have a whole lot of negative feedback, but I feel with the added mystery box and graphics overall, it brings the game that much closer to the CoD Zombies feel!
Hi DietDrMilk!
I playtested Call of the Horde and answered the playtest questions you provided in the game's main page. Thanks for submitting your game! I had fun with it. It's not a game type I usually play!
Glad you enjoyed it! I don’t typically play top down shooters either, so I wanted to make one I would enjoy. And here are some responses to your feedback!
I've uploaded a new build and I'd love to have you play it and see if it's addressed some of your major concerns! The most noticeable change is in art direction with a much darker color palette and lighting that will both hopefully give a bigger sense of dread and make the text way easier to read. There were also some slight difficulty balances to hopefully allow things to progress a bit faster. Shorter rounds, lower prices, and buffed weapons. There are also more things to aid in your survival with melee weapons, grenades, and medkits to hopefully allow you to live longer to get to the point of feeling more powerful!
Dev here, I'm mainly just looking for feedback of my prototype and if you could see this game polished up into something worth playing a full version of.