Hi!
- When I finished a round for the first time, I was wondering what the difference between the "next wave" and "end round" options is. I thought end round would just be the end of my run and back to the title screen. Now I understand the difference between a round and a wave, but it took me maybe 20 minutes (I'm far from smart) to understand it. If the difference between those 2 notions are clear to the player, it avoid the confusion i had in the beginning of this section, and makes the player really choose between going to the next wave, which is a bit more difficult, not by a lot, but they can't upgrade themselves, or going to the upgrade menu to get stronger, but with a next round that is much more difficult.
- If the player dies during a wave and they still have lives, after the upgrade menu it starts the next round, but if the player lost, let's say to round 2 wave 2, they have less chance to clear round 3 wave 1. I think letting the player retry the current wave of the current round they lost to is easier and less frustrating, instead of having no choice but to jump to the next round. For me, this is the core of all the other difficulty issues.
- Like others, I felt that the difficulty powerspiked a lot between rounds. If the player doesn't pick a health upgrade, they just get one shot by everything, and it gets worse with each death. Maybe having one chance after getting hit by something that should one-shot the player and put them at 1 HP instead could help mitigate that? Or add a recommendation on the upgrade menu for a health upgrade if the player gets one-shot on the next round with their current health.
- At the end of the very first wave, I always had 20 cookies, but if I go to the shop with exactly 20 cookies, I can't buy anything, even though it costs 20 cookies for all the first upgrades.
- Showing the cost of the upgrades to the player outside the upgrade menu could be a good addition. A player who plays the game for the first time might not know there are upgrades (like me), and showing the cost of the upgrades directly could help avoid going to upgrade something but realise they lacked the cookies for it.
- If the player gets hit, there is no sound or visual clue to make it clear they took damage. Adding both could help the player notice they took damage, and prevent frustration since they could more easily react.
- When a zombie dies, their corpse still has a hitbox for a very short time; it blocked my path and killed me a few times, and it can happen frequently. On this topic, the 2 entries visible on the north of the map block the player movement in a really small spot if they are on the border of those sections. The player can only move south to unlock themselves.
- When playing on a browser, after I've lost all my lives, I was not able to do anything on the game over screen; my mouse was not showing and was not recognised by the game, so I wasn't able to try again or quit. Adding a Fullscreen option on the browser could also be useful; often my mouse went over the game, and I clicked text on the webpage, and my character was not moving since my inputs were not registered by the game.
- The different upgrades felt lacking for me. The health one wasn't really appealing to me at first, but when I noticed that I get one-shot by everything at round 3, I felt that with my level I had no choice but to take it if I want to get a chance. The speed of the bullet one felt good; it's satisfying to see it get quicker. The one that increases the damage of the bullet had no purpose for me in the early game, since it didn't help to one-shot the giant zombie, and the difficulty shift with round 3 is huge. If it scales well during the mid to late game, I get the idea, but if the player feels obligated to buy health, they might never be able to deal enough damage later on. It's a risk vs reward choice, but right now with the difficulty, it's hard to go with the risk choice. The increased bullet size felt right in my head, but after buying it one time I saw no difference; maybe after multiple purchases it's much more visible, but with + 0.1% I'm not sure.
- I saw someone mention a dash upgrade; having a movement option in the game might really be useful, even if it's not a dash- maybe a roll or something else even. The idea I had was having the option to "parry" the hatchet when it made contact with the player; they could then throw it back like a bullet, but it doesn't bounce and can't be picked back up by the player. Having a cooldown on it could force the player to still play with the bullet, but it can give them an option if their bullet is on the other side of the screen and they need to go and pick it up against a swarm of enemies.
- If the player finishes a round and chooses the next wave option, the ammo is not refilled, and they need to take it back on the field. I expected the ammo to return at the beginning of a new wave, since there is a pause already to choose between next wave and end round.
- If the player stands near the border of the screen, a zombie can spawn on the player character and instantly kill us; maybe having a condition that blocks the spawn of zombies in a little area around the player could prevent that. I had this problem in the middle of the right border; when I tried to do it again on the entries on the north border, no zombies spawned.
- When the player loses all their lives, the character can still move during the death animation; it's a bit goofy to see, and maybe having the player character stay idle after our death might make it clearer to see the animation and that we died.
- The zombie that throws hatchets is the only one that doesn't deal contact damage; I expected them to deal damage both with their hatchet and by contact like the others. It's cool that they are only a threat in range, and I think that is the reason why, when the player character is near them, they stand still. A small thing I noticed with this zombie: if the player is in contact with them, they do their throwing animation, but nothing happens; I don't know if they don't throw the hatchet or just miss it by intent.
- Seeing all the zombies facing south after a round is lost is cool; it's like they are watching us as the player.
- All the sprites are well made, the animations are smooth, and the line that shows where the bullet will go is clear for the player to plan where they should go after they shoot.
I think that's all the things I noticed and got to say. Sorry if it's hard to make sense of everything I said; I'm trying to improve on that, but it was a fun experience, and I will try next builds of the game for sure! Great job and well done for just 7 days of work!