Hey, demo for a little game we've done here at work. It's been one and a half months from concept to almost beta with only 4 devs and an outsourced music guy.
For more check out
http://www.nombz.com
A kind of pre-release beta demo with three levels is available at:
http://www.nombz.com/demo/NOMBZ_Demo_Installer_v0.9.7.exe
The game still has some work to be done, which is why this is merely a "pre-release" demo.
Anyways, just thought I'd share. We'd love to hear any comments or feedback anyone has by the way!
Replies
I'll give the demo a run during my lunch break.
Congrats, dude.
-caseyjones
Beyond that, I don't like it much. The graphics are interesting, but..
The game is oh so boring.
If I was doing the design I would:
*Sync the run speeds to the animation. If nothing else, you really need to fix this.
*Slow down the characters run cycle a little bit so that the
zombies are a greater threat.
*Increase the fire rate of the pistol by about 50%
*Increase the speed of the tyre iron by 100% and make it a one hit kill so that theres a clear advantage for getting up close and personal.
*Increase the number of zombies by about 2000%. The most enjoyable part of the game is when you've got loads of zombies baring down on you. I was actually running around deliberately kiting zombies to get big packs to battle through. Given how low poly everything is, you should have no problems having zombies pouring from everywhere. Think Crimson Lands with a slightly higher likelihood of survival.
That, I think, should turn the game from kind of mediocre to pretty good fun. Keep at it mate.
Jimmies - I definitely can understand your point of view. It's certainly not for everyone, but if you have any more detailed crits on why you didn't enjoy it that'd be great. But yeah, I kind of expected that it wouldn't be for everyone.
Neo - Hah, well, that is in part what we were going for, so good I think. It's going to be for online download, so that is sort of the market we'd like to hit with it.
Jackablade - Thanks man. Great to hear the good comments on the art style . And thank you very much for the critiques. We're gonna be looking into everything you said. We're trying to figure out how to best balance it all (the animation/speed thing is forsure known issue). Problem is that we don't want to make the tire iron a powerful melee weapon as there is a chainsaw specifically for that later on, as well as a machine gun toting mailman, so we don't want to make the pistol too close to that. However if you are finding Mot (main character) a bit dull we're going to have to play with the numbers as you mentioned them a bit. Do you think it would help to change the demo around so the player gets to test out some of the other characters? (Machine gun, Letter Bomb, Molotov, Chain Saw, Healing, Steroids, Shotty, Taser)? We were kind of just making some of the initial levels avaliable, hoping to get people to buy to experience the rest, but if it's not attention grabbing we may have to change stuff around. As to increasing zombie numbers... haha, we are actually sadly already hitting the roof. Problem being that we're cpu bound, so the poly budget isn't what's holding us back (mainly it's all the ai's I think). The later levels do increase in amount quite a lot. We may have to look into making everyone more powerful anyways though so the initial levels are more interesting. Cause yea, more zombies is more fun! (The last level has obscene amounts)
Slum - Wow, none of us had even heard of that. Haha, crap, that's no good. NOMBZ is actually a spin off of a movie script our lead developer wrote a while back.
Because if there is I've totally missed it.
As for the tyre iron, if you're going to get a heavy melee weapon later, the logical thing to do would be to boost the speed of the tyre iron as a clear contrast - you have to whack a zombie a bunch of times to take him down, but you can do it quickly. Your chainsaw would take a long time to swing but would do a hell of a lot of damage when it connects.
Jackablade, thanks again man. Very helpful stuff. I'll have to try to get our lead dev to test some of that stuff out here.
Rhinokey, I definitely hear ya. I wish we had another 5 months to work on the thing. But there are some schedule and budget constraints that disagree. Bit of a tough situation.
and i am definitely going to give this a try later
And rhino, we sure hope to, though that statement is not entirely encouraging on the matter. It's supposed to be sold as a budget title.
A new version is up with some updates as well. :P
You have a moderately decent looking game with horrible gameplay and animations. Get your animators and gameplay guys and kick them in the ass. With some shine this could be good, but as is I would feel ripped off if I purchased it. Good luck, I wish you the best. Apologies for any gramatical errors, this was all typed on my iPhone.
Alex
I really like the art style. I could see myself playing it now and then if it were more polished.
I think the others hit on the bad spots pretty well. Somewhat annoying camera clipping and spinning.
Zombies too dark. It's good that they come out of shadows but I can't see them when I'm so close I'm running into them.
Arm swing way too slow. But is cool that you can clock 3 zombies at once.
Map pointers a little misleading. I kept running by the alleyway the first exit was in 'casue it looked like I had to go far away to reach the white triangle.
I'd like some loadups along the way. Maybe a bit of health now and then so I could stay and kill more zombies before I die.
Again, I thought the art was perfect so it would be cool to play a more polished vers.
zombie comic! maybe inspirational.
It also seemed like there was no rhyme or reason as to how to kill the zombies. Is there a target location to hit these things?
Also, when I switched to the cop, Mot just kept dancing all over the damn place and flickering like crazy. He was shooting shit (usually before I could), but when I was just standing at the end, waiting for the level to finish, Mot was going spastic.
I think someone missed the collision box on the hydrants also. I was able to walk through them.
The reload needs a different sound. I thought I was out of ammo, and that sound was the sound of an empty clip. Then I spent a lot of time looking for an ammo reload. I didn't know I had ammo again already
I know it's in beta, and my critiques sound harsh, but I don't mean them to be bad. These are things that I think need to be polished up and you'll have a fun little game. Oh, and add some variety to the zombies... like a bigger zombie that takes more to kill, or maybe requires me to change to the cop (to use his taser). Something to break up the gameplay.
Solutions?
Giving rewards to the player, on a small-rapid scale would increase the addiction level. eg After a certain number of zombie kills(say 20) or headshots, one of the characters would get a new attack combo/level up/new weapon/ just small rewards to keep the player interested in seeing what's next. A surprise of some kind.
Also, if you want to bait the player.. show them what they can get, but don't give it to them yet That'll increase motivation in the time when zombies are few and far between or you have another mission for the character to go on.
I like giving the character friends- its a big reward, maybe increasing the anticpatory reward after you pick up a friend would be a good idea. ie For the cop, he has run out of bullets, so before you can use him he needs to be taken back to the cop station to reload. Then he's all yours. Maybe increase the zombie difficulty level at that point or introduce some new challenge to the game, because it gets really easy at that point.
The zombies are great, though I would suggest a few things for them. Different types of zombies, fat and slow, skinny and a bit quicker.. some that jump out from nowhere, some that grab your friend and turn them into a zombie. Just a few little things to add variety to the zombies.
Good luck with the game, I look forward to seeing it on the shelves
Also, thanks for posting the screen and stuff marshall. We've since repoduced the bug and are workin on a fix.