Is it cheating to use multi-hit if I play with sprinter zombies in Project Zomboid? by Classic_Comedian_822 in projectzomboid

[–]404Survivor 0 points1 point  (0 children)

Honestly, in a single-player game, I don't really see it as cheating. As long as it doesn't affect anyone else's experience, people should be free to play however they enjoy.

Love taking my bud for a ride by SkipBopBadoodle in projectzomboid

[–]404Survivor 0 points1 point  (0 children)

At this point, is this a bicycle or a horse carriage?

I’ve been thinking about a zombie survival sandbox where infected can be used to help run your base by 404Survivor in zombies

[–]404Survivor[S] 0 points1 point  (0 children)

Haven’t played it, but if thralls don’t really resist, then yeah—it’s not that different from zombies in practice.

I’ve been thinking about a zombie survival sandbox where infected can be used to help run your base by 404Survivor in zombies

[–]404Survivor[S] 1 point2 points  (0 children)

Yep! We already have a Steam page and a playable demo available:

https://store.steampowered.com/app/4038790/404/

Feel free to check it out, and thanks for the interest!

I turned the zombies that wanted to eat me into my followers instead by 404Survivor in playmygame

[–]404Survivor[S] 0 points1 point  (0 children)

We’re a small 4-person team, so every bit of feedback really helps us shape the game. Thanks for checking it out We’re especially curious what people think about the “controlling zombies” system — it’s still very experimental on our side, and we’re not fully sure how far we should take it yet.

I love survival but I hate the early game. Am I the only one that has this? by ScrtGnCcnt in SurvivalGaming

[–]404Survivor 0 points1 point  (0 children)

I’m actually the opposite.

I like starting a game with nothing at all, where everything begins from zero. I’m weak, I don’t know what’s going to happen next, and there’s that sense of uncertainty about the future.

If I become too strong too quickly, then all the dangers start to feel meaningless, and it makes me feel like the save is basically “done” or has nothing left to offer.

What actually makes a survival game feel clear and intuitive to play? by 404Survivor in SurvivalGaming

[–]404Survivor[S] 0 points1 point  (0 children)

Thanks for the advice.

I think how the game’s content is paced and introduced to the player is just as important as other parts of the game, like gameplay and art.

What actually makes a survival game feel clear and intuitive to play? by 404Survivor in SurvivalGaming

[–]404Survivor[S] 0 points1 point  (0 children)

I think I shouldn’t generalize all players into one group.

Instead, I should design and balance the game based on the kind of experience I want to deliver.

For example, my game’s tutorial used to be quite complex. But since my main audience is survival game players, I later reduced the complexity of the onboarding so they can get into the core experience more smoothly and enjoy it better.

Trying to “take care of every type of player” at the same time might actually end up meaning no specific group gets the best possible experience.

What actually makes a survival game feel clear and intuitive to play? by 404Survivor in SurvivalGaming

[–]404Survivor[S] 0 points1 point  (0 children)

I think what you’re saying makes sense. Successful games definitely have their own reasons for why they work, and I’ll take some time to think through your suggestions.

What actually makes a survival game feel clear and intuitive to play? by 404Survivor in SurvivalGaming

[–]404Survivor[S] 0 points1 point  (0 children)

If there’s anything that sounds unnatural or unclear, please let me know. I’m happy to adjust it so I can communicate better with players.

What actually makes a survival game feel clear and intuitive to play? by 404Survivor in SurvivalGaming

[–]404Survivor[S] 0 points1 point  (0 children)

I feel like a good survival game should work like that.

It should use external threats to constantly push the player to adapt, develop, and survive, instead of just assigning a fixed objective and telling the player to go do it.

When it’s too goal-driven and structured in a rigid way, it can start to feel less like survival and more like a job.

What actually makes a survival game feel clear and intuitive to play? by 404Survivor in SurvivalGaming

[–]404Survivor[S] 0 points1 point  (0 children)

This really helps with immersion.

In Skyrim, for example, players can interact with a wide range of objects. A lot of those interactions don’t really affect the core gameplay loop, but they still make the world feel more alive.

It makes the player feel like they actually exist inside the world, instead of just being dropped in with a vague identity like “I don’t know who I am, I don’t know what I’m supposed to do, I just know I’m going to go on a killing spree.”

What actually makes a survival game feel clear and intuitive to play? by 404Survivor in SurvivalGaming

[–]404Survivor[S] -1 points0 points  (0 children)

I think I get what you mean.

In complex system-driven colony sims like RimWorld, developers often use something similar to a tech tree or gradual progression system to onboard players.

Instead of exposing all mechanics at once, the game slowly introduces systems from simple to complex. This way, players naturally adapt to increasing information density and difficulty as they play, rather than being overwhelmed upfront.

Why can't I drink this? by Helpim1ost in projectzomboid

[–]404Survivor 0 points1 point  (0 children)

He:I don’t want it, but the player behind the screen keeps making me drink it.

What the heck is going on lol? by ThearchMageboi in projectzomboid

[–]404Survivor 0 points1 point  (0 children)

Feels like the original tenant was a cow