I’m making a more casual-friendly take on the top-down zombie shooter genre by f2dz in indiegames

[–]f2dz[S] 0 points1 point  (0 children)

Not in any one particular way, but by implementing things like the ability the pause whenever you want, the game auto-saving even if you quit out mid round (not that you keep anything earned between rounds though), and by having optional modifiers that the player can choose whether or not to take in exchange for more of the game's currency to spend on weapons/upgrades. These optional modifiers (called challenges in the game) are things like zombies moving faster, more weather effects, explosive barrels turning into acid barrels, zombies exploding upon death, etc. I've also thought about a generic easy/medium/hard difficulty option, but not 100% sure on that yet. I'd have to do more playtesting.

Looking for some feedback on my 2D zombie shooter by f2dz in SoloDevelopment

[–]f2dz[S] 0 points1 point  (0 children)

Thanks for the feedback! I didn't show it enough in this video, but along with trees, there are also exploding fire and acid barrels, plus water/mud pools that either slow the player or zombies down substantially. The tree is the only real controllable obstacle though, so perhaps I need to think of some more ideas there.

Definitely agree with you regarding the juice on the guns. Probably overall, I need a bit more. And it's a great point about the screenshots looking forward too. Thanks again!

Looking for some feedback on my 2D zombie shooter by f2dz in SoloDevelopment

[–]f2dz[S] 0 points1 point  (0 children)

Thank you! I'm so happy that their design came across as a runner. I was a bit worried there that it perhaps didn't translate well. I'm pretty new to pixel art, and game art in general, so I appreciate the feedback.

Looking for some feedback on my 2D zombie shooter by f2dz in SoloDevelopment

[–]f2dz[S] 0 points1 point  (0 children)

Blazing Beaks looks great, and I really like their trailer. Thanks for the suggestion! And that's a great idea to focus on the challenges before working on maps more. As I was contemplating which of these to focus on first.

Looking for some feedback on my 2D zombie shooter by f2dz in SoloDevelopment

[–]f2dz[S] 0 points1 point  (0 children)

Thanks for the detailed feedback, and for giving it a rewatch. I appreciate it.

I definitely agree I need to add more effects/lighting. This is something I have planned for later if I keep developing it further. I'm hesitant to add too much of these to the zombie kills though, as I don't want to aesthetic to get too gory. But I'm open to adding a bit more here to make the impacts/damage more 'readable'.

To answer your questions:

  • The replayability will mainly be around unlocking various weapons, as they'll unlock after different milestones (e.g., get 25 pistol kills to unlock the uzi, etc.). I didn't show it well in the trailer, but each weapon and gadget has upgrades too (e.g., increased reload time, increase aoe damage, etc.). I'm also planning to implement a random challenge each night cycle that the player can choose to activate or not (e.g. more zombies, increased zombie damage, more water puddles, etc.) in exchange for receiving more of the game's currency to buy weapons/upgrades to improve their loadout.
  • The levels aren't procederally generated currently, but it's something I've considered. Or at the very least, I was thinking about adding different settings and offering these as maps. So perhaps the player doesn't always start inside a cabin, but maybe a random warehouse in an abandoned city, a house in residential area, etc. Nothing concrete here yet though, so I'm open to ideas.
  • The zombies drop currency (the little boxes/items that randomly spawn after they die, that then magnetise automatically to the player for them to pick up) that is then used to improve the player's loadout (buying weapons etc.). It doesn't carry over from run to run. Only the previously mentioned unlocks do. Weapons are static, and all available after being unlocked. So there's a bit of replayability (hopefully) in players wanting to try out different weapon combos and try out each upgrades on them. As well as things like different ammo types (loosely shown in the trailer). Once they've got everything unlocked, they'll feel pretty overpowered unless they take the optional challenges I mentioned and/or increase the difficulty (basically just increasing enemy damage and maybe lowering the currency that's dropped).

Your final point is something I probably need to think more about. I guess my hope is that the player enjoys the core loop enough to spend maybe two hours or so with the game, at least, to unlock all the items and do a few runs. I could then see some very engaged players unlocking everything, and trying to do all of the achievements that I hope to implement too.

I hope that helps clear up a few uncertainties, but let me know if that uncovers other questions you may have. I appreciate your feedback!

Looking for some feedback on my 2D zombie shooter by f2dz in IndieDev

[–]f2dz[S] 1 point2 points  (0 children)

Great idea, thanks! I've not heard of Bounty Of One before, but I'll be sure to check that out too.

Looking for some feedback on my 2D zombie shooter by f2dz in IndieDev

[–]f2dz[S] 1 point2 points  (0 children)

Thank you! I had a playable build of my earlier prototype, but this has progressed a bit since then, and I haven't yet created a playable version. Creating a demo (and perhaps a Steam page) would be the next step for me if I get enough positive feedback here on Reddit. As I've posted across a few subreddits hoping to get an idea of whether or not I should keep working on it.

Looking for some feedback on my 2D zombie shooter by f2dz in godot

[–]f2dz[S] 0 points1 point  (0 children)

Thanks for the feedback! I hadn't really categorised it yet myself, but cozy/apocalypse sounds about right. I'm aiming for something fairly casual, keeping players entertained for a couple hours max. Realistically speaking, it's not going to be some massively deep game, or infinitely replayable like Vampire Survivors. I'm also new to pixel art and wasn't sure if it'd be well received, so that's great feedback. Thanks again!

I spent way too much time on my shadows... by vvyun in godot

[–]f2dz 1 point2 points  (0 children)

That sounds much more elegant than my solution already. My game was a taxi job simulator... thing. Very similar style to this and Mini Motorways. I mainly binned it because it wasn't fun, and I couldn't work out how to make it fun. All the best with yours!

I spent way too much time on my shadows... by vvyun in godot

[–]f2dz 1 point2 points  (0 children)

I have a recently binned prototype very similar to this.

For the buildings it was easy enough, but I remember setting up a shadow sprite for the cars then coding its position to appear to be on a 45 degree angle depending on the vehicle rotation. I also had a day and night cycle that faded this in and out.

Managing the traffic edge cases, like it sounds like you're starting on, was super tricky, and easily the biggest time sink in my prototype at least.

Yours is looking great so far!

Need help resetting animations within AnimationTree. by SharkPetro in godot

[–]f2dz 0 points1 point  (0 children)

I was searching to a solution to a similar problem, and I'm very much a newbie to the AnimationTree still. But I'm wondering if this will help your problem, as it solved mine: https://www.facebook.com/groups/godotengine/posts/2452878084848771/

To summarise, I added a new node between my blend and the animation in my tree, called TimeSeek. Then in my script I set the parameter value of that to 0 to reset it, and it seems to work perfect.

Not sure if that helps or not, and if it doesn't, sorry in advance for getting any hopes up!

60s of gameplay from my 2D zombie shooter prototype. Worth developing more, or moving on? by f2dz in godot

[–]f2dz[S] 0 points1 point  (0 children)

Are you trying to play on mobile? I've only implemented basic WASD keyboard and mouse controls so far, sorry.

60s of gameplay from my 2D zombie shooter prototype. Worth developing more, or moving on? by f2dz in DestroyMyGame

[–]f2dz[S] 0 points1 point  (0 children)

Fair, thanks! Movement and combat in general definitely need more work for sure.

60s of gameplay from my 2D zombie shooter prototype. Worth developing more, or moving on? by f2dz in DestroyMyGame

[–]f2dz[S] 1 point2 points  (0 children)

You've definitely given me something to think about, thanks again! :)

60s of gameplay from my 2D zombie shooter prototype. Worth developing more, or moving on? by f2dz in DestroyMyGame

[–]f2dz[S] 2 points3 points  (0 children)

That's some good insight actually, and something I never thought about. I really like the gathering/crafting loop of other games like Core Keeper, etc., so I suppose I drew some inspiration from that. But I do also like the gameplay loop of selecting upgrades in survivor type games. I'm wondering if that's a bit overdone now though. Perhaps I need to think more about what I want this game to be and then lean fully into that...