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Whack-a-Zombie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #9 | 3.337 | 3.500 |
Theme | #32 | 2.765 | 2.900 |
Overall | #40 | 2.527 | 2.650 |
Aesthetics | #43 | 2.479 | 2.600 |
Sound | #55 | 1.526 | 1.600 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
"Close" kills gain more score and that actually great factor in games like that. Can make game background color different to zombies' color but health and time bar fixed that. Any music and SFX(charge absolutely) can make better the game. A game that has reflex based mechanic and reflect the theme.
Thank you for the kinds words! Good point on the zombie color scheme -- I am working to get those zombie images replaced with drawn art that will help (background too). Sounds is honestly probably going to come first because I really wish it had some already.
Pretty fun man, and nice mechanics, well done! Had exactly the right feeling of stress, that a game of whack-a-mole should induce haha
Thank you! That's a great way to put it, I'm glad to hear I hit a sweet spot between tedious and overwhelming :)
Honestly a lot more fun than i expected, got around 5000 on my second attempt. Would love to see this concept expanded with more enemy variety, mechanics etc.
The leaf, iron and health displays were also bugged for me. I think sometimes when the value changes, the display doesn't change to show it.
Thank you! It's so cool to see people pushing to get better high scores. I wish I had more time to integrate a global leaderboard.
Thanks for the feedback. You're not the only one, so I'm working (offline) on overhauling the UI elements because they are definitely not consistent, and not great to start with in terms of making changes evident (especially when you don't have much time to focus on them with everything else going on).
I am continuing development so I hope in the coming weeks you will see something more interesting! I'm planning out a fairer ongoing speed curve, a few different visually distinct types of enemies, and boss battles (do not despawn until defeated, high HP)
Thank you again for mentioning the bugs. I have fixed the UI bugs I believe and gave the HP changes a brief fade in/out to make changes easier to see (though I think I will do much more in this area after adding audio and other things). I welcome any other feedback you may have!
https://applepieforge.itch.io/whack-a-zombie/devlog/878850/v001-posted
Funny game!
Thank you!
First try: 103
Second try: 6300
Really enjoyed timing the close call. I only upgraded weapon when I didn't one shot the enemies. The health purchase was kinda slow maybe, had a few times not knowing if I finished healing up or not because there was a delay on the hearts.
The random multiple spawn at high level finished me.
Really really fun game loop.
Thank you so much! You have much better accuracy and reflexes than I do. This is not a genre I excel at as a player. Well done on that score. Waiting like that is the right thing to do, though I was hoping to make it tempting to take earlier as the pace picked up.
Yeah, the healing is pretty unsatisfying, right? I need animated hearts and sound effects to make it clear. The healing is immediate, but it's really easy to miss that it happened (also maybe you uncovered a bug if it didn't apply right away?
When the jam ended, I had gotten ever increasing enemy attack speeds, though the spawn speeds remain constant (other than the occasional wave). But the player's attack speed never changes, so eventually it will hard stop you because the enemies will attack faster than you. My next update post-jam will include the player also speeding up so it is still technically the same game just forcing you to play faster and faster. Then audio because the lack of audio makes me sad, but I ran out of time.
It was really fun. You are right with the enemy attack speed, at one point I can't take any ingots or leaves, not even in between spawns.
The healing I don't know for sure but try it out, when I had 20/3 or something crazy like that, I expected to get full health and I didn't, possible bug because is adding more than the max_health? should get a reimbursement of the leaves that hadn't been used?
Those are fine grained details tho, congrats on the game.
You were right about the HP update delay. The game engine was acting on the correct value, but the UI was only ever updated when HP was lost. So if you were down to 4 HP, then you fully healed, you would appear to still only have 4 even though you did have 10 until you lost -1 HP, then you would visually jump from 4 to 9.
I fixed this and other things now that the jam is over in what I hope becomes a trend of actually continuing development on a project. I welcome any other feedback you have, and thanks again for playing!
https://applepieforge.itch.io/whack-a-zombie/devlog/878850/v001-posted
Hey nice fixes and features. I tried it for 15 min and I only got one extra idea to give you feedback on.
The wave difficulty is not scaling, so let's say on "wave 15" and higher you can start killing 5 or more zombies before timing the 3 wave zombies kills, so it loses the difficulty jump and hurry of getting rid of them.
Dude that was addictive game i have made 1313 i think its much. Thanks for wonderful game.
Thank you! 1313 is higher than my own personal record during development, so I agree it is a lot. Well done!