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It was a pleasure collaborating on the horror course Miz! I'm sure people are going to learn a ton from it. Looking forward to playing a bunch of great horror games in the near future.
This is honestly such a shame, I really want this course but the scammers Thornprod won't sell it without the overpriced art bundle. Let me explain, its fair that they get paid for their work. But be reasonable especially seeing as their "art" program, the courses in it, there are 3. Their own which is 5 hours, a blender course which I already have and purchased for $9.99 which is 21 hours then a pixel art course which is 5 hours which I already have and purchased for $9.99. And on their site they infer that the game art alone is worth $1297 for 31 hours of content. But I already have 26 hours of that content for $19.98, so they're literally suggesting that their content, their 5 hour content is worth $1277!! That is a joke, that is a literal scam! I could get behind this if they sold modules on their own, but they force you to buy content they claim is worth $1297 for 31 hours of content which I already own 26 hours of at a cost of $19.98. They are scammers and I am so disappointed, I don't even blame Miz, its these other scamming clown BlackProddingThorn
What would maybe add some immersion and nail-biting is probably if there were a "switch" scenes in which the vehicle you are driving has broke down and you would have to slowly (since the character's leg is broken) crawl to a new one, all the while zombies are closing in on you. I love how you have stick with one top-down horror style but you keep on improving and mastering it.
8 hours!? I am so used to seeing game dev videos where they show a cool simple idea and say "yeah this took just 3 months but I am happy with it" so its cool to see something like this take a short amount of time. Means with enough skill and experience you can prototype ideas much easier, which is inspiring to think about.
It is necessary to add the ability to crawl out of the car at some points to crawl to something: ammunition, a first aid kit, or a lever/button to open the door. This way you can also add a whole gameplay layer. And in the future, crawl into different types of transport)
I feel like the game did not convey the feeling you mentioned at the beginning of having to drive carefully through an underground car park due to it being cramped, The speed of the vehicle being seemingly limited makes it feel very safe, where as a vehicle that could accelerate to higher speeds could promote risk v reward, test their patience and get them to crash more... The feel of the game is great though and the idea is very novel
It wold be cool to have medkits on the walls of the building, like the “emergency medkits" instead of them laying on the floor. and having to pick them up with hands instead of auto pickup with car to make it more realistic.
Great idea, simple and kicks hard. I would experiment with some things. First, I would try to make it so that firing forward is somehow more effective that firing backward or sideways (maybe hit chance decrease / aim cone increase when aiming backwards). This could motivate the player to think more about the car position and moving trajectory. Second, I would add the visible kickback after each shot that messes the aim and I would alsp make each shot more deadly (so less shots per second while keeping the same dps), this might add the strategic element to the shooting timing. And lastly maybe add actual parking because parking itself is scary. Say, you need to park at tight spot to heal (under time pressure) but if you scratch a neighbor car in the process the zombies come out of it. And the different parkings (parallel, bakward, etc.) give different bonuses.
Very cool idea-great work as always. I do have one critique, though; the car seems to pivot around its center, which means that if you are near a wall and attempt to steer away, the rear of the car will swing out and hit the wall. You might have noticed this phenomenon when using a shopping car with four articulating wheels. Instead, the car should pivot where its rear axle/differential would be. This would allow for a more intuitive and less frustrating experience as it emulates the expected steering behavior many people are used to in their day to day lives.
This is honestly such a shame, I really want this course but the scammers Thornprod won't sell it without the overpriced art bundle. Let me explain, its fair that they get paid for their work. But be reasonable especially seeing as their "art" program, the courses in it, there are 3. Their own which is 5 hours, a blender course which I already have and purchased for $9.99 which is 21 hours then a pixel art course which is 5 hours which I already have and purchased for $9.99. And on their site they infer that the game art alone is worth $1297 for 31 hours of content. But I already have 26 hours of that content for $19.98, so they're literally suggesting that their content, their 5 hour content is worth $1277!! That is a joke, that is a literal scam! I could get behind this if they sold modules on their own, but they force you to buy content they claim is worth $1297 for 31 hours of content which I already own 26 hours of at a cost of $19.98. They are scammers and I am so disappointed, I don't even blame Miz, its these other scamming clown BlackProddingThorn
You should just have the character be a disabled person that can't walk Edit: now that I think about it thats a very scary thought to be disabled in a zombie apocalypse
Miziziziz: in this game most of your body parts were *violently torn off* and you have to *cauterize your wounds* and play the whole rest of the game with only one arm :) also Miziziziz: in this game you broke your leg and if you didnt have a car you couldnt move :( i kid, i love seeing what youre working on and this is a cool take on an unconventional setting
This reminds me of a game where you had one arm and fought zombies with your gun (also you had to stop a parasite from getting in your brain by injecting it)
Idea: You have to reaload your gun and while you reload, you lose control of turning to the right/left (because you don't have any hands on the steering wheel)
Maybe the ending you get out of the car park and you drive into one of those double bladed helicopters and get out with your life and your golfcart Also add A bandage with A bit of red on the bandage and the floor of the golf cart :D
Thats really cool! This game reminds me of that one game when you play as a guy in a wheelchair and you use the momentum and movement limited doing everything with your hands while having to also fight of hordes of enemies
I’m so glad someone is finally accuracy describing the horror of artificially necessary infrastructure to feed the ever gluttonous car centric idea of a city
So back when I was younger I used to play this game called SAS Zombie Assault on a webgame browser called Ninja Kiwi. Even to this day I still enjoy this franchise, but I was disappointed to find that there were no other games like it except for Darkwood and the games that you have made. I just love the ambience and direness found in the SAS games, and the projects that you have done scratches that itch for me. It would be cool if you checked out those games, I have a feeling it would fit in your lane. Maybe you will find some inspiration for a new project. I would definitely love to see more games like SAS.
I think it'd be cool if the golf cart COULD go fast but the player is forced to go slow in most of the game. Golf carts are pretty darn fast IRL but in a car park you'd be fighting against the throttle to maneuver carefully. I know that's how it was when I drove one. Then to add some variety there could be a few fast levels where something is chasing you and you actually have to go full speed. It would also make golf cart durability as an important resource to manage as you COULD run over some zombies and make a section easier at the cost of some health and the risk of slamming into a wall.
Here's an idea, since you're in a golf cart, what if driving over bodies slowed you down? It could lead to some moments where you wait before killing an enemy because if you do, you can't retreat
Saying how its a car park, maybe for future things like bonus weapons, you can rarely find actual ones. Perhaps your character can make makeshift weapons like slingshots or bow and crossbows
Lol I just had a very similar idea about an hour ago while driving around an underground car park looking for exit signs. It was at a mall where I went to see FNAF.
You know, I think as long as a game is unique, it can sell well. Good luck on your project and your future projects! I have good faith that you will be remembered as one of the biggest indie game developers if you keep your games unique and prioritize quality over quantity!
Implement Endoparastic's you cannot move and reload at the same time. The golf cart makes for some interesting inventory management without any dedicated inventory UI. Instead of just sucking the item when you drive over them, you have to drive close then grab it with your driving hand and then drop it in the basket of your golf cart. To change weapons, reload, heal yourself, you have to interact with the basket in the golf cart. No inventory UI, no pause, the best accessibility option you can allow the player is to zoom in as they move their hand to the basket. Same inventory management as Endoparasitic but this time, Medicines share the same space as ammo and weapons. Sure you get a bigger pack, but you might have to sacrifice a weapon or medicine if you really need that extra ammo. For extra evil points. Require doors with IDs and Keys that you physically have to drag and drop from your golf cart to the door/interactable. It doesn't have to be just doors or gates, a leaking pipe that ignites into flames might require a fire extinguisher. All of this should increase the tension of the game. And lastly: limited fuel/battery.
This seems very similar to Endoparasitic, enemies always in your face, the never ending darkness that clogs your vision, and the uniqueness of the game itself (Lets be real who would think of a game where you have only one arm plus 4 weapons and another game where you shoot zombies with a gun while driving your car throufh a car park)
I have to say, i love the games you make, any chance i have to buy one i do it but, again? Legless? Nothing against but most of the time going with legs damn
I think it would be good that you have to manually change the pedal manually by putting a brick on one of them since the protagonist's legs are broken.
I feel like it would have made more sense for the level geometry be cars keeping you from going places instead of windy walls if you're saying this is a parking garage, but... that's just a visual thing, really.
I feel like this game would be a lot better if it was a comedic sandbox. The slowly moving golf cart looks a bit comedic. Imagine an obese middle-aged man on a golf cart/mobility scooter wreaking havoc around the city(happy wheels type beat). Loose hand, with which you can grab stuff would be the funniest mechanic ever. You could start road rage by being excruciatingly slow, ride into fast food restaurants and malls, run over pedestrians, fight hobos and police and a proppably a lot more, since I made all of this up on the spot in like 30s. Horror parking lot is cool, but Im confident, that the fat man on wheels would beat it.
A critique though: I just noticed that at 3:28, the "gun arm" went from 3 o'clock to 6 o'clock clockwise. Can you like, I dunno, ummmm.... limit the movement? It looks unnatural seeing that tbh. Like, if the left arm goes clockwise, it stops at roughly 3 or 4 o'clock and if it goes counter-clockwise, it stops at around 6 or 5 o'clock. I dunno, I think doing that would give it a realistic feel and a challenge on how to aim properly like you have to mind the position of the car now to get a good, proper aim.
At first, I was a little skeptical, though the idea was interesting. Then you elaborated that the vehicle would be a golf cart and that the player character would have his leg broken. Good way to de-emphasize the player being too powerful. Should have known you'd come up with a good mechanic solution and not doubted you, especially after Endoparasitic, which was inspired (design wise)! Looking forward to this one now.