[beta] Dead Run


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edited in Projects
Update: Beta build! :D

3 and a half weeks later, on a Sunday/Monday night, unfortunately we were not able to get a beta iOS build out in time due to some performance and framerate or something issues (and time), but in the meantime, here's a beta WEB build :) It's hosted on a different location than the previous one so do take note:

image

http://www.playdeadrun.com

image

Latest Changes (11 March 2014)

1. Added the Marshmallow Boogeyman, adding a new dimension for the gameplay
2. Tweet feature
3. iOS build (drop me your email if you want a build)
4. Duos of zombie/humans now possible
5. General bug fixes
6. Hats!


Changes history

1. All the spiffy pretty day/night cycle stuff
2. Zombie head juice
3. Misc communicative juice
4. The swing is WAY faster
5. The game's harder with the inclusion of... Something. You'll see. But not much yet ;)
6. Delays and things work properly now
7. Basic instructions!
8. You'll notice... decorative elements :) They'll be earned and have certain effects come the final game.
9. Various other things.
10. Player will use the bat unless there's something to shoot, where it'll attempt to use the gun.
11. Bat-spam removed.


Known issues:

> The iOS build's timing is off so duo zombies are impossible to kill. Sorry!
> Marshmallow Boogeyman doesn't animate on the web build
> Marshmallow Boogeyman is buggy.
> Pause button's press will trigger an attack when you resume.

1. Difficulty ramp is still to be tweaked, will get harder, at the same time give the shotgun a better reason to exist, hopefully. I'd talk about it but it feels like it's better tested than talked about.
2. Pause causes crash in one scenario. Don't find it ;)
3. Achievements still need to be added.
4. Sharing to be implemented (only works from iOS)


Find anything wrong/missing/weird/funny? Let us know!

We're almost there! Last mile is always the hardest, really... Thanks for all your input!

Enjoy the beta! :D


-------------------------
Below was info for the alpha build:

Hiya!

So excited to show you guys this! :D We made it in two weeks (so far)

So, one day last week we were supposed to be working on Rocketto on the Friday evening, and we got inspired by all the hype around Flappy to learn from it - that is, to make a game really quick (we budgeted 2 weeks) with minimum scope, but to leave time to polish the crap out of it, and put it out to market. So we brainstormed around for an idea for a tiny-scope game, and this is the result - Dead Run.

TLDR: Web build: http://zombie.loet.me/

30 secs Fraps video:


It would be great if you could play the game first before reading on, I'd like some fresh-from-scratch feedback!

Web build: http://zombie.loet.me/

Some focussed questions:

1. Does anything confuse you?
2. Do you wonder where anything comes from?
3. Do you see the relationship/difference between the zombie and humans without being prompted too much?
4. Does it feel too hard/too easy?
5. Does it frustrate you? In a good way?
6. Do you see the difference between the shotgun and the baseball bat, when which is used?
7. Anything else at all? AT ALL? :D


The game is about: (please play the game first!!!! XD)

The game is super simple. It's a runner.
You have one control - tap to attack. You have a shotgun and a baseball bat.
There are zombies. Kill them.
There civilians. Don't shoot them, you'll rescue them. Some of them will give you shells.


Finishing off

As of yesterday we put in two weekends on it, and we're going to probably put in this week to polish - that's sound, the right juice, the right instructions, the right everything - we want the play to be as absolutely smooth as possible.

Which is where you can help us!!! :D
Hopefully you've played the game already before getting to read this, and you've let us know what you think - there are some obviously broken bits like the score not counting at the end of each game, and we've skipped the title screen for now (the game isn't called "Get Ready" :P) but other than that, we're looking for any and all feedback on this!!

Thank you thank you! :D

Comments


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    edited
    getting a "Bad File Length" error when trying to launch. Anyone else have the same problem?

    Never mind - seems it was a once off issue

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    @FanieG, it got it as well...seems to be fixed now. :)

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    You know since I saw this the other night I've been checking the forum every day to see if this gets released :)
    When are you guys submitting to the marketplace?

    Will be back with feedback.

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    AWESOME - you and Loet are improving at such a fast rate. Here's feedback:

    1. Does anything confuse you?
    No - Controls were smooth. Prompts worked. Took 1 round of a quick game over to understand what was going on.

    2. Do you wonder where anything comes from?
    Unless you mean story wise - as in where do the zombies come from - No

    3. Do you see the relationship/difference between the zombie and humans without being prompted too much?
    again - caught on after 1 round of play

    4. Does it feel too hard/too easy?
    More difficult mode could not hurt

    5. Does it frustrate you? In a good way?
    More difficult mode could not hurt

    6. Do you see the difference between the shotgun and the baseball bat, when which is used?
    Yes. was easy to see the range of each weapon. There was a couple of times that the shotgun animation seemed to take a bit too long

    7. Anything else at all? AT ALL? :D
    Loved the art and the controls were great. Old idea with a nice new spin. Really impressed with the quality of this. Especially since you guys threw it together so fast. This would be great for mobile, and I would happily PAY for it.

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    1. Does anything confuse you?
    I think from a PC/mouse perspective yes, as I had to figure out how to navigate.
    Obviously this will be deployed to mobile so I don't see an issue here.

    2. Do you wonder where anything comes from?
    Not at all.

    3. Do you see the relationship/difference between the zombie and humans without being prompted too much?
    Yes. Feels perfect.

    4. Does it feel too hard/too easy?
    Looking at my score, feels just right.

    5. Does it frustrate you? In a good way?
    Haha yeah.

    6. Do you see the difference between the shotgun and the baseball bat, when which is used?
    Yes.

    7. Anything else at all? AT ALL? :D
    Need to get shotgun shells when I kill zombies!!!
    It's a fun mechanic that I don't have to melee.

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    WTF!!! I just killed Michael Bay? Hahahahahahah

    I had important work to do tonight and now I'm going to be tapping away at my spacebar all night. Thanks guys. Thanks a lot. Bwhahahahaha

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    Woo! 12 :D

    1) I'm not sure whether I can have more than 1 shell.
    2) I don't know where I get new ammo. I got it sometimes, and I think it was from the larger zombies, but I'm not sure.(After reading everything I now know where this comes from.)
    3) I feel that they communicate well enough after you've seen all of them. It's still sometimes easy to mistake one for the other, but I feel the balance is good enough that it's my fault when I miss the cues, which is a good thing. ;)
    4) Slightly hard to start out, but easy to pick up. Maybe slightly too easy after a while.
    5) Yup :)
    6) I know when I fire the shotgun because of the sound and puff of smoke. Do you mean it changes when I hit things...because then no.
    7) DO MORE JUICE :D, I think this is the perfect game to go bonkers with minimal input and maximum feedback. Essentially juice the crap out of it so that even if you only press one button you feel like a superhero every time you do it at the exact right time. You might also consider implementing other weapons like flame throwers and stuff...essentially same mechanic as shotgun, just moar juice. :)

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    Thanks you guys!!! :D

    That Michael Bay stuff will change, we'll randomise it to be various people :)

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    edited
    @Rigormortis - 12? Screenshot or it didn't happen. Could only save (EDIT: ) 11 Michael Bays :)

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    Nice work so far guys :)

    1. Does anything confuse you?
    I did not immediately notice the difference between shot gun and bat, and at that time the shell in the interface confused me.

    2. Do you wonder where anything comes from?
    I did wonder where the shells come from after I realised what they were.

    3. Do you see the relationship/difference between the zombie and humans without being prompted too much?
    Yeah (after a play or two); the one woman with her hands to her face often tricked me.

    4. Does it feel too hard/too easy?

    5. Does it frustrate you? In a good way?
    Just the right level of frustration to cause mild addiction.

    6. Do you see the difference between the shotgun and the baseball bat, when which is used?
    After a while yes.

    7. Anything else at all? AT ALL? :D
    On my keyboard there seems to be a slight delay; many of my deaths seemed a bit unfair (I was hitting and the zombie was on front of me). Maybe this is not a problem for actual tap.

    :)

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    1. Does anything confuse you?
    I initially thought that you double tap to fire the shotgun. Still not too sure when the shotgun gets fired. Is it when you're furhter from the zombie that the bat won't hit, then it fires?

    2. Do you wonder where anything comes from?
    Nope. I'm guessing it's a zombie apocalypse or something.

    3. Do you see the relationship/difference between the zombie and humans without being prompted too much?
    It took me a few rounds to realize that the zombies had "holes" in their heads. When playing a game like this you're trying to make a quick pattern to remember the different elements without spending to much time inspecting the element (zombie/human). So, Initially I was looking for arms waving to signify the zombies but the humans do that as well, etc. You get my point.. :P

    4. Does it feel too hard/too easy?
    First off, yes. Then you get a hang of it and then it becomes simple enough (not too easy).

    5. Does it frustrate you? In a good way?
    Def. Good way, I guess because you don't want to feel so useless. so you keep playing.

    6. Do you see the difference between the shotgun and the baseball bat, when which is used?
    Nope. see 1.

    7. Anything else at all? AT ALL? :D
    I love the slow mo when you hit the human and the game ends. It's the little things.

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    ;)

    image

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    @Rigormortis - now you're just showing off :(

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    6. Do you see the difference between the shotgun and the baseball bat, when which is used?

    I only got to 11 civilians saved, but up until that point I couldn't see a reason for the shotgun to exist.

    7. Anything else at all? AT ALL?

    I'd like for my past actions, and the way they are performed, to have some bearing on my current situation. I'd like for there to be some resource/property I must manage where if done poorly it spins out of control.

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    I'd like for there to be some resource/property I must manage where if done poorly it spins out of control.
    I 2nd this. Resource could be one of your saved civilians. Crank up the difficulty, but then have the people you saved act as a sort of "extra life". Rule 1 cardio - the fat f*ckers go first.

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    To be honest we've thought of the civvies as lives thing... But we feel like we don't want to drag a play out unnecessarily long (by adding essentially more content) - as this was a super minimal scope game, we thought it would be best if we kept it insta-death. Call it Flappy learning XD

    Ideas included zombies taking out one of your civvies if you hit them, or heck taking out HALF your civvies if you hit them. But again, it just means your score gets a knock and you continue from a lower score.

    The idea for the shotgun vs baseball bat is that the baseball bat needs to be timed much better than the shotgun as it's a melee weapon. If you miss the timing on the baseball bat you just die. (plus the game gets subtly harder the more people you rescue, did you notice that?). Collecting shells alleviates that difficulty, but in a limited fashion - ie kinda like resource.

    Maybe the game needs to be harder? Move even faster? The player moves forward more/faster?

    Other ideas included using civvies rescued as an ongoing resource pool - so 10 civvies from this game, 16 from that game, etc, adds up to something that unlocks. Haven't figured that out yet, but... Scope creep XD

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    The idea for the shotgun vs baseball bat is that the baseball bat needs to be timed much better than the shotgun as it's a melee weapon.
    I found the reverse to be true. I lost a lot more lives when using the shotgun. The zombie would somehow reach me before the gun fired. That's why I commented that the animation might be to long. Also think that was why @hermantulleken said:
    7. Anything else at all? AT ALL? :D
    On my keyboard there seems to be a slight delay; many of my deaths seemed a bit unfair (I was hitting and the zombie was on front of me). Maybe this is not a problem for actual tap.

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    edited
    1. Not really. Just tap. Took two plays (which was less than a minute) to figure it all out
    2. I didn't figure out where shells came from. I thought they regenerated over time.
    3. Yes. Whenever I died from hitting a human or missing a zombie (timing issues aside), I knew it was my own fault, and never felt like I'd been tricked by the game. That's important.
    4. Difficulty is spot on, I'd say. Difficult, but you sort of get used to it. I don't think scroll speed should change.
    5. It's very frustrating, but in that way that keeps you playing.
    6. At first, I didn't get the shotgun, but eventually I figured it out. Except it still looks kind of like I'm swinging the bat...
    7a. I feel the baseball bat needs a teeny bit more range... Like maybe 10% more... Because occasionally, I'd use the shotgun when I felt I was close enough for the bat. If I was out of shells, this basically meant death.
    7b. I also felt the slight delay on input.

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    I found the reverse to be true. I lost a lot more lives when using the shotgun. The zombie would somehow reach me before the gun fired. That's why I commented that the animation might be to long. Also think that was why @hermantulleken said:
    That's weird, that should never happen. Are you sure you had shells? If you didn't have shells and you were out of the swing range, you would always try to use the gun, but it would go "click!" As you have no ammo.

    However you can always interrupt that action by tapping again in bat range.

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    Mmmm....could be that there was no shells, but I don't think so. Maybe I just have bad timing. Maybe I was just sour because I couldn't get close to @Rigormortis' score. On another note:
    but it would go "click!"
    is the coolest Big Lebowski reference ever :)

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    Thanks for the awesome feedback guys!

    On difficulty the player moves forward every time you save someone. I guess we could increase the increment a bit so that when you get use to the game the difficulty scales as well.

    @dreampunchboy we will try to submit this Sunday or Monday. It will be a good peg in the ground so we don't fall for scope greep. But it is every so tempting with the likes of flamethrowers etc. that @Rigormortis suggested :)

    BTW
    CHALLENGE: if you want a gold badge you need to get a 100 :D

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    Firstly I like the focused feedback, and it seems like its worked very well!

    Secondly:

    1. Does anything confuse you? Nope, pretty clear to me.
    2. Do you wonder where anything comes from? No, Im just happy to kill and save.
    3. Do you see the relationship/difference between the zombie and humans without being prompted too much? Most of the time it is clear, expect for one human on his knees which has caught me out a few times.
    4. Does it feel too hard/too easy? I found the timing with the bat quite difficult, but after some time it wasnt too difficult, and it adds a level of skill.
    5. Does it frustrate you? In a good way? The timing to hit the zombies with the bat frustarted me a little, not in a good way. But after getting used to it, it became better, and it makes sense to me. You need time to swing it before the zombie is on you.
    6. Do you see the difference between the shotgun and the baseball bat, when which is used? Not at first, but I quickly learnt.
    7. Anything else at all? AT ALL? :D I love using the shot gun, I get a lot of satisfaction from blasting a zombie. An added difficulty could be to have a zombie move toward you.

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    @loet & @Tuism - after playing this for several more rounds this morning, I would just like to comment that I do not think you guys need to change anything gameplay wise (difficulty or extra feature wise). Just juice the crap out of the title as it is. The difficulty is spot on i.e. It is difficult with regards to the learning curve, but once you get of the hang of the attack mechanics it feels like a skill learnt (if that makes sense at all). You stated that your aim was to keep the scope small and I think you guys have achieved that goal. This is something that is already playable and simply needs some decoration to finish it off. As I stated earlier, I really hope this goes the mobile route as the mechanic (1 button approach) really lends itself to that platform. My "game of the month". Thanks.

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    This needs a wide screen version to show off at rAge 2014!

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    edited
    ..... Doh! Wide screen... The wide screen means we have to up the speed to maintain the difficulty level and that means... Argh. Implications implications. But I'm toying with a 2 player mode and putting it on Ouya, just gotta think it through :P

    Also...

    image

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    Yeah, I'd make a demo mode that had 3 or 4 controllers and you had 3 panels of the game running at the same time on the screen ;)

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    Hahahahaha that's one way of multiplayering :) Cool idea! Though I'm still thinking around a real 2 player game mode :)

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    Hehe, simple but fun and I can see the addiction aspect! I stared at the edge of the game window so long it started having an optical illusion where it seemed like the sides of the window were expanding XD

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    Awesome game, really fun. So when you putting it on a mobile device and hitting the market places :)

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    We're busy this week with polish and finishing and tweaking some mechanics:

    1. Day/night cycle in the background animation.
    2. Zombies' heads will come off. Particle blood.
    3. We might put in a two-zombie mob so that shotgun becomes more valuable. You can still kill two zombies with two bat swings, but it's much harder.
    4. Title screen
    5. Refining some menus and the touch interaction
    6. Various other bits of juice

    Then we're most likely going to release this weekend :) That's the plan anyway! Two weeks!
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