100% into this... i'm not able to comfortably play combat games like this but the checkpoint system was kind enough to me and the enemy design and what to do with them was pretty intuitive! i like this game a LOT! Music is loads of fun, this really does seem like a game with a whole world and the soundtrack really ties the moods together. i hope rolus gets his cheeseburger... playing with his sad lil blank hungry face really made me want to finish the demo, and hopefully get him that dang burger, but i tragically didn't get to feed my boy :(
i can feel the passion in this project, and the humour, dialogue, quests, and characters really give it its distinct flavour. :) The character designs are so fun too! I love a world with rules i dont understand. but every one in it seems to be used to it all. Very lived-in. Lots of deadbeats in this town, huh! Hope the baby and rolus become good buds
here are some suggestions: i play on keyboard, and even though i got through it with my weak gamer skillz, i found the SHIFT button a lil too inconvenient to use with strafing, so i mostly kept my finger off of it during the game, and didnt even use it for the boss. I would personally prefer Z to be the strafe button, since I only ever use SPACEBAR to shoot. That might just be my own preference, of course, but i think if you're going to continue to let people use SPACE to shoot, it might be worth considering your button configs!
Speaking of strafing, is it the norm to have to release the strafe and direction button to change the direction you're in? I think, if possible, releasing the strafe button should immediately turn rolus in the direction i'm strafing towards. I found, if I was facing down and strafing right, if i released SHIFT, rolus would still be facing down. I'd have to release RIGHT and press it again to turn him right. I hope my words are clear :)
In terms of buttons, I haven't thought of any issues that came from shovel and talk sharing a key, but it feels a lil unintuitive. Not suggesting a change, just sharing my thoughts. (I accidentally shot at. SO MANY PEOPLE) I see it's been mentioned before but an options menu would be great. I can see this is the type of game that wants to be downloaded, not played in a browser. Some of the movement felt real floaty and uncertain. I don't recall what engine you're all using (it can't be unity because i played it in a browser without my machine's fan screaming XD) but I think a little tightening up of the hit boxes for certain obstacles (the lockers on the floor, for example) would be to its benefit. I WAS saved quite a few times by zombies getting caught on the edge of an obstacle though, hehehe. (OH while i'm talking about enemies, the variety of enemy movement in this game is fun! I HATED the flies and really liked fighting the gnomes. hey did you know theres an exploding dog? like did you know it just explodes)
Speaking of, the gnomes are kinda terrifying! I started breaking the blue ones after a while just bc theyre were freaking me out x.x That's not a suggestion, I just hate those damn gnomes.
And finally, i think this game would benefit from more in the character interaction part. I don't know, i think rolus should be allowed to just hang out with people... I really like this setting and im craving little slice-of-life, hahaha. I'll be happy if i see some chill moments in the full game. Don't listen to me if that'll just blow your scope out of the water though XD
I'm actually typing up such a long comment because the ending song is so good, I'm just letting it play XD. The weather is getting warmer here and the soundtrack makes me want to enjoy the summer I have while I still have it. (uvu) Great work, this does everything a demo should do, and you've all put a lot of work into it. Hope to see this project flourish the the future! (its not too early to put the OST on vinyl, right?)