I just finished the very first click game I've ever considered releasing (I'm very happy about it, hence my introductory exlamation). I need some beta testers who can give me advice on how to improve the game.
The game is called Tempest City, and is an action-oriented zombie shooter. Information on it, as well as screenshots and the alpha release are available on my website, http://www.rivierasoftware.net/tempestcity.html
Nice game! Bugs i founded was in the stage where the guy went to subway it stopped and didn't move until i changed weapon/reloaded. Also somtimes when monsters pack on you char stops moving. Also the zompies sometimes jams on chairs... But nice story in my opinion you should redraw walls and make the zompies not to jam on the walls/circle the walls. Also there would be nice of to but the zompies to bounce when they collice the player and each other. But nice game!
I have proven new mathematic formula to be true...
Pretty cool game so far!
Here's some suggestions; make the player move much slower when reloading instead of stopping completely, fix the zombies getting stuck in things- they seem to like doing that. Also Zombies can see the player through walls.
Are you going to add more enemy/weapon types(grenades! etc) since this is only the alpha?
Oh yeah, a way to skip the dialogue would be nice..
As far as I can tell, the character lockup occurs when the character fires their weapon faster than the animation allows. I'm working on minimizing this.
Redrawing the walls - how? What do you suggest?
Zombies bouncing when colliding with each other - easy fix.
To lcmcss:
Games Factory allows you to change the controls in-game, I think. KnP did, anyway. I'll see if I can implement something in the main menu.
To Fenner:
Player Reloading Speed - I tried this a long time ago, but the character doesn't walk during the reload animation and sliding along while reloading would look rather odd. Is there a way around this?
Zombies getting stuck/seeing thru walls - This is due to the simplistic engine covering the zombie's movement, about four or five events total. I'll look through the articles section and try to find an AI tutorial.
Dialogue - Spacebar skips most of the cutscenes. I'll switch it so any button skips them in the next update.
More enemy/weapon types - Grenades, I haven't the faintest idea how to implement them realistically. I was thinking of adding another bonus level with Workman, maybe with a FAMAS or a heavy caliber rifle, but the game is already 122 frames and I don't think TGF could handle much more - I've been getting corrupted data on recent additions lately.
Sometimes I couldn't play the user's animation unless I moved up/left/down/right arrows really fast. The bullets were also not shooting normally.. Oh well.