Yeah, cool! More depth to the game and more "realistic" adventure: you can't go from one place without food, so you have to scavenge around and get enough provisions. One thing/suggestion I've just remembered: when you throw the light grenade in the bunker, it's weird to see a light grenade as clear as a torch which doesn't actually illuminate the surroundings. Is there a way you can at least keep light where the grenade has been thrown until it extinguishes? Just to give more realism to the situation
Yes, we are actually looking at that for this update, since we have more night time/bunker type scenarios.
Searching for food at night. With a ninja sword. Also sporting fixed dual sticks, for those of you into that sort of thing.
I keep coming back to this game for quick entertainment and to keep unlocking weapons for The arena. Patiently waiting For the next update
Set the world on fire with the Torch, available in version 1.1. You can't kill zombies with blunt force with the torch, you have to set them on fire. Setting things on fire at night will make it easier to see. If you've triggered a horde, start setting walls on fire to see where zombies are coming from. Group zombies together and set as many of fire as you can. Especially useful if you are low on ammo.
How is losing armor determined? What's the deciding factor? There have been times when I've fought a hoard with my axe and not lost any, and then other times I'll be fighting just one zombie and lose a point of armor. It seems almost random. In fact, I just killed a zombie, and a fraction of a second later, I lost armor. Now maybe it was chopped in half and the crawling zombie is what got me just before I killed it too, even though I never actually saw a crawler. It just seems that losing armor is not very realistic, but rather somewhat random (as long as a zombie is next to you).
Every time you collide with a zombie there is a chance that you could get hit. There is a lot of melee play in the game so we needed a system that let players be close to zombies without getting hit all the time. We designed it so that you could get out of hairy situations, but not necessarily every time or predictably. This is probably exactly what happened. Crawlers die when you kick them. It sounds like a lot of things happened very quickly, you chopped it, it attacked you and you kicked it and it died. I think losing armor or protection (having a leather coat torn) is more realistic then having health deducted as the result of being attacked by a zombie. The zombie lore we were going with is that one scratch or bite is the end of you, and if there were a way to heal yourself, there would have not been a zombie apocalypse in the first place. Thanks for your input, and I hope that sheds some light on our decisions.
hey the screenshots look great like the idea about food management i have a couple of suggestions & hope you atleast consider them 1. maybe it's just me but i'd like to have the option to disable the dog. he's kind of annoying me. 2. some additional types of armor with different protection levels would be nice. 3. and i think a little more music would enhance the ambiance. perhaps an ending theme when you reach your home. i imagine something in a minor key with a strong dissonance resolving into a subtle tonic would fit. that's it just wanted to give you my two cents congrats on the great game
Trial By Survival v1.10 is now available on iOS. We've added Game Center support, a bunch of new arenas, 4 new melee weapons, night-time searching, a food mechanic that increases the difficulty of Survival Mode and addressed some other issues. Oh and we got rid of the timer and added fixed stick controls. Enjoy!
Hey devs, just two quick questions about the update: do you have an in-game method of unlocking the new arena modes, and are leaderboards Game Center only now? Thanks in advance..
All the leaderboards are run through Game Center now. Other than the two free arenas, the other arenas are premium content.