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MIND THE BITE: Spot the Zombie, Pack the Train's itch.io pageTeam members and roles
Jason Jung
How did you interpret the themes?
GENRE COLLISION: a Tetris-style block-packing puzzle collides with a Papers, Please-style inspection game.
Every subway passenger is a tetromino-shaped piece you shove into the train car before the doors close — but zombies commute too, and asking is rude, so you hold Shift to secretly inspect passengers for red eyes or bite marks.
The two genres fight each other on purpose: packing rewards filling every cell as tightly as possible, while inspection punishes density — when the train leaves, any human touching a zombie (even diagonally) gets bitten, and it chains through everyone they touch. One empty cell is a firebreak. Inspecting burns the same door timer you need for packing, so every train is a trade-off between the two genres.
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Engine and tools used?
Engine: Godot 4.6.3 (GDScript), HTML5/web export. No plugins or third-party code.
Art: third-party 3D asset packs only — Kenney (CC0) character, train, building, space, furniture, food, market, car and urban kits; Synty POLYGON - Starter Pack and POLYGON - Coffee Shop (generic props). Zombie clues (red eyes, bite marks, stains) are shader masks over the Kenney character textures.
Audio: Kenney (CC0) sound packs, Freesound recordings (CC0 / CC BY 4.0), music "Bossa Antigua" by Kevin MacLeod (CC BY 4.0); trimmed and levelled with ffmpeg.
AI: Claude (Anthropic) assisted with code
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Which Synty assets did you use?
POLYGON - Starter Pack (traffic cone, ladder, sword props) and POLYGON - Coffee Shop (its generic props folder: sacks, crates, cardboard boxes, barrels, chests, bottle, bread, vegetables, medkit) — carried by passengers as their tetromino-shaped luggage.
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Comments
The idea of packing a train while keeping zombies away from humans is a really clever genre collision! I tried the opening trains, and the blocky passengers fit the spatial puzzle nicely. The countdown made even the first few boarding decisions feel tense. I struggled to get comfortable with picking up and placing passengers before the doors closed, so a slower practice round would be a helpful introduction. Great work!
Thanks for playing! A slower practice train is a great idea — the controls definitely need a gentler first stop. I'll add one after the jam.
This is so nice but i think the timer is too short. I think the game will works better if it is a space optimization game with twice or thrice the timer you gave. Cramming all the passanger inside the train like that, and one wrong move will make like a chain zombified inside the train.
The choice of the artstyle works very well too with those blocky simple models. Nice cozy music.
Good submission and good luck!
Thanks for the detailed feedback! You're the second person to mention the timer — I'll definitely consider slowing it down in a post-jam version. And I really like the idea of it being more about space optimization. Appreciate the kind words!
This is so nice but i think the timer is too short. I think the game will works better if it is a space optimization game with twice or thrice the timer you gave. Cramming all the passanger inside the train like that, and one wrong move will make like a chain zombified inside the train.
The choice of the artstyle works very well too with those blocky simple models. Nice cozy music.
Good submission and good luck!
The chill music gave this a cozy vibe even though its a game about zombies and the stress of daily commute lol. Great game :)
Thanks! A cozy commute with the occasional zombie is pretty much the pitch, so I'm glad the music landed :)
I liked the style of the art, music, and sound effects. Despite the zombies and time pressure, it also felt cozy somehow.
Thank you! Cozy under all the zombie stress is exactly what I was going for, so that's really nice to hear.
This type of games aren’t usually my thing, but this is really well made! The mix of spotting zombies and packing the train is clever. Congratulations great work!
Thanks a lot! Really glad it clicked even though it's not your usual genre.
Great job. The timer feels a little fast for the game play but the core mechanic is fun and the execution is solid. Polish this a tad and it would make an excellent mobile game. Nice!
Thanks! Fair point on the timer, I'll look at giving it more breathing room after the jam. Hadn't thought about mobile, but I like that idea.