Good, but has issues.
It started off well, but when you get to the business end of things you start to really feel how little room there is to dodge zombies, which ended up being frustrating. The lack of large amounts of ammo for some weapons was annoying, especially the uzi. For a gun with such a fast rate of fire, you had to treat it like a rifle, squeezing off one shot at a time in order to conserve your ammo.
It was way too easy though. I found a section of the room where I could just stand against the wall and missiles launched out of a nearby cannon would simply fly into the wall and explode, meaning all I had to do was shoot the occasional candy-cane and I was breezing through it.
Yeah, I kind of knew about that, but the point is to have fun. Oh well, thanks for the review!
Needs some work
It's an alright premise, but it needs an objective. With no obvious levels, score limit or punishments for mistakes, there is very little drive for me to continue playing. Also, simply clicking on the windows isn't a huge challenge, something you tried to make up for by making large combos of rooms light up at once. This doesn't really add any challenge, cause I can just ignore half of them and nothing bad will happen.
I know what you mean. Outside of the context of LD48, I may have spent more time making the gameplay more involved, but I wasn't sure about how much more time I'd have to work on it. In the time I did spend with it, I didn't have any ideas I liked for adding a lose condition, etc.
For me, the theme (both the Ludum Dare theme and the specific theme of my game) was paramount. I totally acknowledge that this approach can be at the expense of fun.
Thanks for your feedback!
Except the game machanics were a little unbalanced. The rate at which new bots spawn after a few minutes was way too high, especially in the later levels. Contrasting to this, it was far too easy to simply hole up somwhere with a large amount of firepower guarding the entrance and just sit there for ages, at which point there is a enough scrap metal lying around to rebuild the Titanic. But I couldn't use any of it, because I was stuck in my little corner, unable to expand due to the flood of robots moving around, unable to make a break for other terminals because five seconds of being outside left me with almost no HP. Apart from this, it's very addictive.
I was going to give this 10/10, but then I got curious as to what happens if I bring a key to the end of a boss stage. Well, I probably would have found out if those flying masks weren't overpowered as fuck. I probably replayed the second boss fight 100 times just to try and get that damn key through to the end, and each time one of those flying fucks took me down. They follow you around, so you can't just use small mouse movements to avoid their initial trajectory. You can't use large mouse movements, because then your bullet gets stuck at the top of the screen like a sitting duck while your mouse goes flying out the flash stage. All this while avoiding a fat jumping turtle shooting hula-hoops at me.
So now I'm reviewing this in a bad mood, you get 5/10 and everybody's miserable.
I decided to review the full-version here, just because I can. It's an awesome game, and I can play it over and over again without it getting boring due to the excellent randomly generated dungeons. My only complaint is the Boss fights with Gurdy. He is way, way too overpowered compared to the rest of the bosses, and I've only ever beaten him once in all the times I've played (the other bosses are easy to deal with) and in the end it's frustrating having to get as far as I do only to feel hopeless whenever I face him. Apart from this one issue, the game is lots of fun.
I broke it.
There are obviously still a few bugs that need ironing out. I had all 7 workers, 3 of them had full level machine guns with maxed out Dexterity and Power Upgrades, the other 4 were collectors with various levels of skill. As soon as I opted out the shop, all of the bullet lines were stacking up and filling up the screen without disappearing. All the coins That were onscreen before I entered the shop had stopped moving, and there were no new coins being generated. The coinbox had been shoved all the way to the far left of the stage, and the collectors just stood there doing nothing. Apart from this, the game was lots of fun and I would have kept on playing if not for the crash.
Some of the more complex castles didn't work half the time and probably would have been better off if they weren't included. I also agree that Undead mode is far too easy and short, you can win easily by just constantly spamming projectiles until you unlock the BFR, at which point you win hands down. Otherwise, it's a good addition to the CtC series.
The overall game was pretty good and polished given the time period, but I wanted it to go for longer! After surviving the first cannibal attack, perhaps you could have included some sort of "free play" mode, or maybe a game type where the cannibals attack you every 10 days or something similar. It was a good game, but I wanted it to be longer!
good point, and i agree... but how much can you expect from a game made in 3 days? lol
It's definitely not as bad as some people seem to think it is. The only issue I have is that even the later levels are far too easy, I completed the whole game, stars and all, in about 10 minutes. You should have made the levels get progressively more complex. The final level I solved in only 3 clicks, unlike what the layout would suggest is possible. I did like the idea of not having to destroy a certain number of blocks before being able to complete the level, instead just being able to finish as soon as the purple blocks touch.
Unfortunately most of the other reviewers seem to be a bit angry. Probably because they're incapable of beating such a simple game, but whatever.
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