Zombie Grinder is the debut game of TwinDrills, an indie game development duo made up of Tim 'Infini' Leonard and Jordan 'Jordizzle' Chewning. It's a multi-platform (windows, mac, Linux!) (also Free!) cooperative multiplayer arcade game, reminiscent in style and gameplay of retro games like 'Zombies Ate My Neighbors' and 'Super Smash TV!', but with the added benefit of some newer game mechanics - achievements, ranking, player-customization, rpg style stats and so forth. The game sports a variety of different game modes, from co-operative 'campaign' style levels, to wave maps and even the classic 'pvp' style game modes - deathmatch, capture the 'bag' and so forth. All of these mods are bristling with a variety of weapons and items, all lovingly displayed in Jordan's classic quirky pixel-art style.
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Great game, some suggestions | Locked | |
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Jul 31 2012 Anchor | ||
Really enjoying this game and it reminds me of so many old school games and a few newer ones that I use to play all mashed into one. You guys really did a great job, but some gameplay aspects really put me off at times - 1. Screen gets extremely cluttered and very hard to track your position most of the time.
2. An option for an auto-fire or a toggleable one.
3. Screen shaking is rather annoying and headache inducing at times.
4. Text log (Join messages, leave message, etc)
5. The machine guns and sentries are extremely loud. I can't even hear explosions over the top of them. I just got the game today so I might have a few more suggestions as I continue playing. I hope you can take this as constructive feedback and I want to clarify, I'm in no way trying to be negative about your game. Thanks for reading and good luck with your gem of a game! Edited by: caixa |
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Aug 1 2012 Anchor | |
Yup, I know that feel, not sure if transparency is the best way to go for it though. Probably need to make your character more obvious in some why.
You can always boost the resolution, the hud is drawn at the resolution used, not at the games resolution, so should free up a whole bunch of screenspace. Going to be redesigning the anyhow, the current hud dosen't work correctly with higher player counts, I'll keep it in mind.
Setting widescreen increases your field of view to an extent, I'm not wiling to increase the FOV any more than that however, it totally unbalances PVP games if your opponents can see you before you can see them.
I think this is more symptomatic of the weapon prices in game, I need to rework them really, using the pistol was originally meant to be a pain-in-the-hand last resort, its not meant to be your primary weapon as a lot of people appear to use it for.
Its intentionally meant to be slightly disorientated, its the only way I could think of of simulating some form of recoil to mess up your aim between shots. I'll think about adding a toggle though.
That's actually originally how it was, can't remember why I changed it.
A lot of people tell me this, I just never notice it, guess I have a wierd sound setup. But yeh, most sound effects are pretty bad lol, we have nobody on team making them so we are just trying to do as best we can from free-sound archives, I'll modify the sound file and lower the baked in volume though. --
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Aug 4 2012 Anchor | ||
eh messed up So after playing a while...
Last update was very good and added a bit of depth. Holy cow! I just remembered about this game and somehow remembered my credentials and I see you finally added a toggle for the screen shaking! What ever happen with Steam greenlight? Edited by: caixa |
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