Ha, no prob! I'm not trying to knock your game, it's obvious a lot of time and effort went into it. I just don't think it has reached its full potential yet. Making the controls better and more responsive would go a long way to improving the fun factor of it. And please don't be offended by my derision towards zombie games, it's a personal thing. I just don't understand what all the zombie craze is about lol. And in all fairness, I have been playing it quite a bit and I would be lying if I said I wasn't enjoying it more than my original post would have you believe.
Thanks Grim You're right on the money, man. It's not at its full potential...but, we have a lot of the mechanics tweaked in dev right now as well as adding in ranking and missions. PVP is being developed as well. Should make it more interesting. I'll take all the tips I can get, so thanks!! Yeah, I agree, the Zombie thing is a weird phenom. Tons of it out there. Part of the reason why we tried to go with a graphic novel look and feel. Again, I really appreciate your insights! Gems are mined in candor. Cheers, Travis
What about IAP changes so I can actually make some purchases? It's all consumable and I see nothing listed about cloud saves. Billy
Love the art style, the shield mechanic seems like it could be really cool with polish. Agree with other commenters on the improvements that need to be made to combat.
I have installed the game on two of my devices and the items and unlocks are synced between my devices! Which leads me to believe there is cloud backup automatically. Perhaps it simply is not listed? Also to test I uninstalled the game and reinstalled and all my unlocked items and levels were still unlocked.
Hey Lord, Thanks for messaging! We're making IAP more obvious in the next release. If you hit the pause button, while in game, it brings up the store. Also, yes, everything is backed up. We just submitted verbiage to the app store description to make it stand out. Thanks for calling that out! Let us know what else you'd like to see. We want the cool additions to be player driven. Best, Travis
Hey bhorn, Thanks for the kind comments. We're in the process of improving the fight mechanics all around, shield included. We take all "wants" seriously, so please let us know what you want to see in upcoming releases. Thanks for playing DeadRiot! Travis
If it's backed up then I'm going right now and buying that Katana. It wasn't listed anywhere so I didn't take a chance. I only have my iPhone so I don't have multiple devices. Sweet. Nice job. You just made a new customer I really do like the artwork of the game. Whoever does the artwork had talent. May I make a request? Could you add an IAP for a coin doubler? I would purchase that as well. There are a lot of people who will only purchase items that can be restored and not consumable. It might make you a few sales. Billy
Thank you Hey Billy, Glad you like it! Our lead engineer is also the primary artist behind the game. Very talented developer and artist...rare breed. Great request for a coin doubler. I'll put it forward in the track. If you have any challenges, just ping us here or [email protected] (name of our dev shop). Enjoy the Katana and thanks for playing! If you'd like a DR T shirt, just let me know. Cheers! Travis
More interesting Makes it more interesting, right? Just be careful chucking grenades. I took out my whole squad the first time... T
You should also put in opt in ONLY ads. Where you are rewarded gold after viewing them. I don't mind these ads and would view them to give you guys additional revenue if the rewards are decent. It's a win-win. A lot of games are doing this now. You just have to choose a decent primary and secondary ad networks. I am very close with one very awesome developer. He just released Starific. Take a look at the opt in ads in that game. Billy
@Deadriot1 Combat systems are the hardest thing to design, and getting it to feel right can take a long time. I can tell something cool is going on with the system you have, but it's not being messaged to the player. Maybe adding some vfx that play on different enemy attacks to give you a better idea of when using your shield/gun/grenade is most appropriate. The more the player understands the rules of the combat, the quicker they can get to trying different combat strategies when approaching different numbers and types of zombies at different distances. Been playing The Executive recently, and while it's a totally different kind of experience, I'm blown away at how engaging the combat is because the rules are very tightly defined and the player response feels immediate. Of course combat wise their game is pretty simple, as taking on groups of enemies is always going to be much more complex. I believe this is also why even though you want it to feel like a struggle, you also want to give the player as much agency as possible, as this is will make surviving a level feel more rewarding. Also, the more fun and experimental the combat is, the more the player will want to just eperience the combat and thus play your game more.
A good start for sure, but like others said, needs quite a bit of work. Standing still does not raise the shield as stated in the tutorial, zombies get pushed back when you run into them (since when do zombies run away?? ), and there's a slight delay with firing the gun which gets annoying (plus the gun button is too small). And how is it hitting with a club or shield does like three times more damage than shooting with a gun? And then there's just the weird behavior like my guy jumping up in the air when dashing at a zombie with the shield, or zombies blowing up in a spurt of blood and killing me. Also coins get stuck in the boat and can't be retrieved. So yeah, really not ready for prime time yet.
I thought it was just me. The shield really doesn't come up on its own. I learn you have to press the attack button slightly and sometimes that makes it come up. I'm glad it wasn't just me experiencing this! Billy
Combat Mechanics Bhorn, I think this "The more the player understands the rules of the combat, the quicker they can get to trying different combat strategies when approaching different numbers and types of zombies at different distances" is a huge must in our area of focus for improving the game. Thanks a ton for taking time to map out how we can make DR better. Your insights about the fight mechanics is spot on and we will drive toward improving them. Will check out The Executive. Best, Travis
Hey Artfoundry,, Thanks for jumping in with these great insights. As mentioned to other forum members, we truly appreciate candid observations about the game...which drive us to improve it. This is our first run out of the gate with games and DR definitely needs some fine tuning. A lot of your points are being addressed in the next update. One thing we're doing in addition, is assembling some quick training vids. The sploding zombies are "boomers" and that needs better clarification...in essence, we need to better gear up the player. Please feel free to let us know what else you'd like to see in the game. What's good, what sucks, etc. We'll take all of that to hopefully, make it better. Travis
I've been playing this a LOT and I'm having a great time with it, clunky controls aside. The art style is awesome and I love how the leaderboards are front and center, rather than being an add-on. I'm in 27th on the second level Loving the katana and shotgun.
Awesome. I'm sure once you guys get it polished, you'll have a pretty good game on your hands. Maybe think of adding some other things to kill for variety, like turned or wild animals.