If u got to the end, you're definitely not bad at it. I've only gotten to something like the 6th day.
- Clickable? They don't do anything, as far as I know. - The stats trained in the trip is lost after each run. - Probably the chainsaw.
Clickable! Yep! They respond to touch by shrinking and rebounding. Maybe it's something left in... I did get the chainsaw once but didn't realise I had to start it or something? Then I was dead so never got to find out The thing I've been trying lately is leaving everyone in the car and getting the dog (and a follow) to dash out for supplies, if I'm happy with my weapons...
Great news on the controller, and thanks for releasing the other content ahead of schedule! Any chance you could add bluetooth keyboard support?
Anyone that managed to get to the end does not suck at it lol the closest I have come is day 8 or 7. this game is hard, but I am liking it a lot and enjoying getting back to it and the feeling of "just...one...more...freaking...time!!!" (and dead again...)
Ah, that explains it, didn't get a good look at the sprite. Really annoying that I only encountered some in enclosed areas where I couldn't throw them a safe distance away, now I know to just avoid any area I see them in.
I've got two tiny suggestions. 1. It would be convenient to have the ability to drop weapons from the miniature inventory screen like when you're out in the field, unless I'm missing something and that feature is already there. Right now if your inventory is full, u gotta carry the weapon u wanna get rid of, which could be something not so great like a spatula, to swap out for something on the floor more preferable. And with zombie hordes around, that can make it a difficult move. Or maybe u left it that way on purpose. 2. I think it would be nice to see the names of weapons, when u select them, somewhere on the inventory screen. Though I'm perfectly happy without these things. This is a complete gaming experience and a real good time. Anything more more is going above and beyond. Thank u either way
Holding down the action button will drop whichever item you currently have equipped. Hope this helps (and apologies if I mis-understood your question).
Lol look at that. I guess I didn't pay much attention. My bad, I thought I responded to that in his first comment, but that was in his response to me. I'm pretty sure he just didn't have the controls figured out yet cause I had the same problem trying to figure out how option selection worked. Never occurred to me for some reason until someone told me that the controls for inside and outside the car stay the same.
Thanks for all the support and feedback! I noticed! I haven't been able to track it down yet though. Haha woops. We're looking into some of these... seems like the bug is happening on mobile but it's not happening on PC. It used to. So that's terrifying that it's mobile-only. Quoting because speedometer was abbreviated as "speedo". I didn't even know they were clickable! They don't do anything. Custom characters keep all their perk level-ups, but they don't keep their mechanical skill if you get a lot of mechanical (as an example). I like starting with a really strong early game melee combat person (like, arbitrary example: Martial Arts Warrior) and then a really good support buddy (example: Health Care Paranoid). Martial Artist is a little tricky though, because eventually you either want to get them a heavy melee weapon (ignoring their martial arts ability) or you want to outright replace them with someone that can use guns. Haven't discussed that yet, will think about it. Lower priority than MFi. I kind of want to make it so you can drop straight from the inventory menu, too. Just haven't figured out a good way to do this, UI-wise.
I really wanted to like this game, but the Oregon Trail is too strong in here. I'd prefer a survival game without soo much micro management. I'll still play their other games.
I respect your opinion on this but your idea of micromanagement must be wildly different from mine. I spend most of my time in this running about getting supplies while fending off zombies with knitting needles. The surreal hilariousness of some of the situations gets me every time. To me micromanagement is having to juggle six fighters with different skills, decide which of those skills to level up and how they interact with everything from story to other skills to other people. Collect stuff and craft various things, but only after you have four correct ingredients etc. With this game, everything is so vague, I rarely recall who to train for a skill so I button mash someone fairly randomly. I go to trader camps to find new guys to replace the dead people who inconveniently got gnawed. Sometimes I trade but mostly I drool as I dont have enough food. I end up with Lunk/ Link on my team with his magic sword, a goat with a handbag, and two ladies, and still manage to get everyone killed because I got cocky. And then at the end it just says Dang it. Which to me is an awesome ending. PS to developer. Maybe a random ending which varies would be good. Text is enough for me with some humour/ sarcasm especially. Eg: Dang it. Your remains have been interred in several zombie's rotting guts. Thank you for your contribution to the apocalypse. Think positive. You made a zombie happy. You're dead. Wipe your feet on the mat on the way out.
Really? I feel like one of the great things about this title is that it's a survival game without any serious micro management... you just kind of play it