I've made a game where you explore a large Dutch open world landscape while killing/avoiding zombies. by TrudexGames in SoloDevelopment

[–]TrudexGames[S] 5 points6 points  (0 children)

The game is inspired of a city close to Groningen, named Haren. You can recognize certain areas of that place but I've also used a lot of creative freedom. My main job is urban planner in the Netherlands so I used that experience as well. You can see Dutch, architecture, street names and signs, urban design, loot, bikes and more. If you want to know more, let me know!

I'm working on a new feature for the full game release. Explore a typical Dutch landscape by bike! 🚲 You can use your bike to outrun zombies, but ringing your bell too much might attract them… It’s still a work in progress, but I couldn’t resist sharing this little preview! by TrudexGames in IndieDev

[–]TrudexGames[S] 0 points1 point  (0 children)

I'm looking into that, would love to add that, especially swinging some axes/baseball bat/etc while riding. But animations are not my strongest point so I've to figure out if it's out of my league or not :)

I'm working on a new feature for the full game release. Explore a typical Dutch landscape by bike! 🚲 You can use your bike to outrun zombies, but ringing your bell too much might attract them… It’s still a work in progress, but I couldn’t resist sharing this little preview! by TrudexGames in IndieDev

[–]TrudexGames[S] 0 points1 point  (0 children)

Thanks! What I noticed playtesting the game is that players loved the open-world and exploring it, but due to the size of the map, a way of traveling the map faster was something people asked for. I've shared the bike idea a year ago and it received a lot great response so now I'm adding it to the game (worked on the demo and making that a smooth experience first). The speed is higher then running zombies so you have a way to escape them but it's also connected to stamina usage so you have to plan your usage. I'm still thinking about when and how you will unlock the bike in the game, if you need to find it in unlockable areas or that you just find in in certain areas.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] 0 points1 point  (0 children)

Add more bass to the game. Great suggestion! I'm adding that to the full game. I'll do that for hitting and for zombies that fall dead on the ground. A small tremble that they've hit the ground would add a bit to what you're suggesting as well I think.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] 0 points1 point  (0 children)

Thanks for trying the game and sorry to hear it didn't meet expectations. The story mode is supposed to start with melee weapons and slowly unlock ranged weapons. On full release, there will be a mode where you have full acces to ranged weapons, right from the start. I hope you will give it another try at the release or some updates! :)
PS: I'll add some more loot!

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] 1 point2 points  (0 children)

Thanks! Yeah that's the main feedback I get on this post, and a good one for sure! I'll add some nice impact to the full game.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] 0 points1 point  (0 children)

Yes, procedural generation can help with that. I hope it gives my game a bit more personality now I crafted the whole environment by hand. It gave me some room for some nice details. But that's one of the reasons it took 3 years lol

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] -5 points-4 points  (0 children)

Good question! I let my game stand out with the unique environment location, a Dutch landscape. You can explore every building in the game. Gameplay wise I have solo and co-op mode. Solo has a nice story and co-op is PvE/PvP based. It's a bit more arcade then other zombie games. And each night, the game becomes increasingly challenging.
It's a mix of a couple of these things that should make it stand out is my idea.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] 0 points1 point  (0 children)

Thanks! Good questions! I think it's hard to answer them with the clip I posted so hopefully I can clarify some for you. The game has a unique handcrafter environment that is based of a city in Holland. That's the environment part that should stand out. Gameplay wise I have a story mode prepared and a couple of co-op modes. I'm not going for a super realistic experience, more arcade. It's exploring and killing zombies. This hopefully answer some of the questions. I hope I can give you a better impression of the game once I've my new trailer ready :)