That was interesting.
Thanks!
I think that the delay before you can move again after taking a step should be reduced, if that makes sense.
The delay is the zombies taking their turn, running through their animations. sometimes, there are none on the screen, so it seems like it's just a delay for no reason. Haven't really figured out a good solution (other than just getting rid of the animations).
The player is much better at fighting on the vertical axis than on the horizontal axis, because the need to turn around isn't there.
Agreed, facing is a bit weird, I guess if I'm going to have facing, it should be for all directions, or not at all (like most roguelikes). Have to see about that one.
I went with the fleet of foot, wolverine, and crocodile dundee powerups, and beat medium difficulty in one try with using any bandages. The ability to one shot all the enemies who can't possibly catch me anyway, *and* regeneration on the off chance that something does manage to touch me is fairly overpowered.
Yeah, there's lots of balancing work to be done. For one thing, the difficulty of zombies was supposed to increase as you move up floors, but I haven't implemented that yet, so it's supposed to get a lot harder as you near the top. Without that, some of the attributes are crazy powerful.
I like the hordes that follow you through the entrance to every level. They're fun.
Every couple of levels (on medium), they come faster and faster, giving you less time to get away. I like the way this featured turned out, thanks for agreeing
Using guns is a little confusing. I couldn't figure out at first that I needed to press the letter on my keyboard over the zombie's head to fire my gun at that zombie.
Not sure what else to do there, better docs probably. I had plans for a whole keymapping scheme, but haven't done it yet.