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is this game still being developed? Really like the style

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Yep, still in progress. I'm just a bit busy at the moment. Real life + economy problems keep on getting in the way.

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great to hear that its still in progress. Will eagerly play it when its ready. Take your time :)

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I like the style of it very much.

Thank you!

Is anyone here?

I'm here.

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Thanks for ur work ,
Take care Imadori !

cya

Thanks !

cya

has this game had any other updates after the hj cuz ive been waiting since the last update came out 

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Sorry for the wait. I'm just one guy that is barely surviving life right now so I can only work on it bits by bits with very little time. But soon.

oh its no problem i was just curious , thx for the game

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Love this game, really looking forward to further updates, would for sure pay for a full version with more content.

Good luck dev!

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Thanks! The thought counts a lot <3

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It can be said to be my favorite flavor lol, And I think the difficulty of the game is just right.

Waiting for more.

(Really looking forward to it)

Thank you! I hope to meet the expectations for the coming updates (although might be slow due to circumstances)!

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I found the treasure in a bunch of games, and I hope it's worth the wait

Thank you! You guys are so nice!

Deleted post
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No worries, I don't take it as an insult but a valid criticism. The last time I updated this game, my anime-art skills were almost non-existent. I was busy learning how to port my games on different platforms, composing music, painting backgrounds, and animating H-scenes that I didn't have much time to practice drawing anime-style. This time however, I'm making an effort on actually improving that part, so please follow and look forward to the next update.

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we can we expect you to come back?

Yes. Believe it or not I'm still working on it. It's just that I lack the time right now. Have to survive real life first. I am extremely broke lol

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no worries, i feel that

is this abandoned

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No. Will continue soon. I'm a bit busy at the moment.

Is it still in develoment? Or Is it finished

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Still in development. I didn't have much time to work on it these past few days. I may get back on it soon though. Just dealing with irl problems at the moment. COVID hit my country hard unfortunately.

V0.1.3.7 and I still can't complete the turorial fight. I've been teased for 328 days and still no closer to winning.

Please, either remove the musketeers (lets rather fix them thanr remove them), have them not shoot your gang when their group hasn't been engaged with yet or have it be a complete free for all so you don't have 7 groups shooting only at you.

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is this abandoned?

Deleted 1 year ago
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Nope. The dev is in a financial crisis at the moment lol

I'll get back on it as soon as I'm free from all these problems.

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damn sucks to hear hope everything gets better

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Hey is there a way to support you.

im a really big fan of your game

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amazing game but when is the next update?

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Will there be an Android version?

It shouldn't be to hard to port the Linux Version over to Android since Android uses the Linux kernel

Also although the game is not hard it would be nice to have Difficulty Options.

The Artstyle is really nice.

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Great art and content, difficulty is somewhat hard ( bcos of the horde attracting too many enemies but other than that it's not as hard as people would describe ) also if anyone doesn't know the 300 zombie thing will cause your zombies to explode themselves literally, keep up the good work ( I would support you financially but I'm also poor ) also the front bit was confusing might I suggest a list on the side telling us what to do.

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very hard, good content, good art, a little confusing on what to do and how it functions, sorta want a way to target just one group and not everyone attacking, idk if i couldnt just figure it out but no idea how to access the shop. looking forward to updates

 

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The game looks quite promising. Good work!

Gameplay wise I would agree that difficulty isn't quite fair. My nerf proposal would be to allow player to rearrange their zombie formation, so you can get your gunners out of harms way easily without trying to reposition your meatball to make them spawn in a middle while aggroing ten packs around you in a process. This can probably be done by adding some fixed formations. If taken a step further and allowed to move units individually the player can also move out their armored knights in the direction they are needed the most. It's a more engaging gameplay but probably will make a game too easy with the current design.

P.S. It greatly bothers me that the walking animation of MC continues when he runs into a wall.

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Yeah, walking animation playing on walls bothers me too but unfortunately that won't be changing anytime soon. The reason is I plan to buy the A* asset for Unity (pathfinder + smart collision detection) but I still can't afford it right now. Modifying the entire movement system (every movement you see in the game shares only 1 script, that's why it runs so fast) just for that isn't worth the time considering my current schedule. I hope you understand.

Thank you for playing and giving feedback!

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the main diffilculty comes from the long rangers accidently aggroing large mobs, making the current group i am fighting even bigger

Yes.

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From what I can see in the comments there is a risk of difficulty getting lowered in the later releases.  This is mostly because people who find the game way too hard are more likely to be outspoken about it -- which is understandable.

However, as I see it the main issue is not the difficuly itself, but unpredictibility.  While it's pretty easy to come up with a winning strategy and get to 100 zombies quickly, the 300 zombies goal was getting too frustrating and the two main issues to which I would attribute this both have to do with predicting opponents.

1. The main issue is visibility around map edges.  The number of runs I lost to six+ berserkers just randomly rushing me, because game just happened to roll two large groups just near me as I was maneuvering away from danger... well, I wasn't exactly counting, but it happened enough times to be frustrating.  I think the game would benefit from some way of warning about off-screen enemies so that when you *do* have to desperately escape and regroup you can at least have a decent guess which corner won't be a certain doom.  If you want to make this a "dark souls of necromancy-themed mouse-driven games", you should also try to replicate what is actually the core of dark souls' difficulty -- punishing, but fair.  As it is now Undead Craving doesn't give player enough information to really react in many situations.

2. Tied to the previous problem -- marksmen approaching from north or south can usually start shooting while they're still outside visible screen.  I would say it's less of an issue than 1. because once you see bullets flying you actually *do* know they're there and you can start moving away from them, since they won't give chase.  But as you move away from them you approach map's edge and that puts us back at point 1.

I just wanted to weigh in with my observations before difficulty nerf becomes a forgone conclusion.

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Don't worry, that is exactly what I was talking about when I said I would "fix" things and "lower" the difficulty. I know the issue right even before I publicized the project. Gameplay is too much luck dependent right now.
To be honest, the 300 zombies goal isn't supposed to be achievable at normal circumstances at this point, on this current version. Me the developer never cleared it even once when I was testing this, and I expected the players to also give up very early since I already told them via dialogue that it is just "extra" content and no more unlockables after the first H-scene. But apparently, most players have the patience to keep going.
Well mistakes learned.
It really surprised me when people said they beat it, I was literally like "wtf how?!".

Since the project is currently at, I would consider, prototype-phase, the total gameplay feel might change on future versions but I assure you, I would STILL be incorporating the same a challenging difficulty (but a lot more fair), just because that's how I like my games to be and I don't really mind losing some people's interest over this. Like what they say, you win some you lose some.

I never thought of warning the players when enemies are incoming outside the boundaries, that is indeed a great idea!
This comment reassured me of many things, thank you very much for sharing your thoughts!

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building up your zombie army through careful positioning is satisfying but the start can feel a tad bit slow

artstyle looks great and the music isnt too bad either. looking forward to where u take this, it's got potential.

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Yeah it can feel slow because players repeat the game too many times (due to current difficulty). I'll do something about that.
Finally feedback about the music, thanks! It took a while learning how to do it properly.

Deleted 1 year ago

Thank you. Yeah few more people told me it was too hard, which was actually the intended experience, but I'll see what I can do on future updates.

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Interesting game. I always love the aspect of having to earn the H-scenes in these types of games so I understand and am all for designing the game with this level of challenge. With that said, some fine tuning of the difficulty such as not allowing certain enemy types to spawn before a certain point, allowing mobs to lose aggro somehow, reducing the range the gunners can attack, etc. can go a long way to ease players into the flow of the game.

Will definitely be following the development of this game.

Thank you for the feedback, I really appreciate it!

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You have made one of the most unfun demo's I have played. Did you playtest this yourself? I've been on the stupid test for some 2 hours now and I still can't win cause the balace is so wack. I can't farm the melee guys fast enough because there's so many ranged dudes by the time I respawn a new group I've lost the same amout due to the snipers, and the moment I accidentally spawn a sniper dude he keeps aiming at dude's who aren't even aggroed. It is not fun for a player to be punished for something they cannot control.

If it weren't for the high quality finish I would have quit the first 20 losses. Legit debating if I want to follow this or not

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I mean this in the best way possible. Do with my feedback as you will because you genuinely have something great here. An actual game, that's more than most "games" can say on here.

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But hey you played 2 hours. I'm grateful. Sorry it had been an unpleasant experience for you tho.

I won't lie, you most likely won't enjoy this game any further.
Every detail of the gameplay is the intended experience. The gunners are supposed to be annoying whether they are your enemies or allies.  They are a very aggressive type of zombies that players have to keep in mind and strategize on how to NOT use them. That was 100% my decision.

But yes, I see why people think it is unbalanced and I can't really argue with that.
I received a few more complaints about the same topic so I might make changes in the future, but I would probably just add other types of ranged units that are not as aggressive.


Thanks for playing and also for giving feedback!

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I was having a similar experience. I kept strategy in mind and played for somewhere between 2 1/2 to 3 hours, but so many sniper dudes kept spawning that it was impossible to avoid and once they were resurected my group was instantly swarmed no matter what i did. sometimes i could kill one or two waves, but never with a profit and i never made it past 85 zombies. i would recommend at least toning down the sniper spawn rates because it gets near impossible to not run  into a group with at least 2 in later stages, or maybe turn down there frequency to fire, or limit there range, because i would often find myself having the sniper hit someone across the map in a big group, that group would then push in other groups and i would be wrecked in less than ten seconds when i had been playing for 5- ten minutes. the speed and agro timer also make it near impossible to escape and try to recoup losses and you cant even move fast enough to escape the other groups.

while i see a lot of potential here, the game is nearly unbeatable in its current state and even trying to recover is impossible, meaning you'll always end up starting from scratch when it should be unnecessary. hope you the best and good wishes towards the future of your game.

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Really appreciate you taking the time writing this quite lengthy feedback, thanks! I want to let people know that your suggestions are not being ignored, and I took notes of the things that I need to change on future updates. Please keep looking forward to it!

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How to pass the test? What is the goal?

You need to AskForH after Nakano explains about the artifact. I believe there is a dialogue telling you to do that, you might've missed it. If the artifact already exists, then just simply AskForH.

Deleted 230 days ago
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I think the game is still very interesting. Is your game text public? It seems that the number of words is not much. I can help you translate into my mother tongue. Although English is not good, translating it into my mother tongue is enough. In this way, I can also recommend my friends

Thank you for the consideration, but it is not worth the effort yet to translate this version to a different language. It is still just the first release after all (it is not a finished game yet), and I plan to add a LOT more content in the future. If translation is needed one day, I'll consider contacting you.

Deleted 230 days ago

Yes.

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Is there a android version in the future by any chance??

Not currently. Maybe in the future, but no promises.

Show post...

nice game

Thank you

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Hope to see more Scenes next Version!

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Definitely.

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The game is nice, a bit difficult on the first try but it's well balanced
also hoping for future updates am really excited

Thank you!

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forgot to ask this but, does the game update monthly

This itch.io version will be updated a 2 - 4 weeks after a stable version is released on Patreon. At least that's the plan for now.

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Hey! The game concept in itself is quite interesting, and I like the revival of RCTN mechanics since that game itself didn't expand much at all. Would it be too much of a hassle to port the game to MacOS?

Not quite a hassle, it's just time consuming considering I have only my potato pc to make these builds. It takes about an hour just to build the windows version. But it is possible. I'll try making one on the next update. Thank you.

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You can even build this game to be better than the game that inspired you. I see that you are thinking of abilities and upgrades, pretty nice. By the way, found something weird you probably added, that all my mobs started to die at a count of 300 or so.

Yes, the 300 zombies dying one by one is actually an event. Thank you for playing!

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<3

Thank you for the comment!

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For a first release it very good. charming artwork.

The gameplay is good. it would be nice with some upgrades or the likes in updates.

Im looking forward too see later versions of the game.

1 bugg i found tho is that i cant go into my safe game after i have shut the game down.

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Thank you for feedback! I really appreciate it.

Upgrades, abilities, and items are definitely on my to do list.

Also the bug was most likely caused by having the game folder too deep into the system directory. Unity games just do that sometimes...