JamesXXXYZ wrote:To survive ~ 15 seconds isn't so easy. When ammo is empty then ammo/weapon should respawn earlier. Can you highlight the "deathzones" and overwork your controls? Left and right is untypical. Weapon switch should be better.
Countertime for vehicles you should change too. When counter reached zero then vehicles should slowdown.
Option for weapon pick up, if a pickup is not so strong than current don't switch. If you have only one weapon with ammo then switch it automatecly on start.
Thank for your feedback. Will definitely consider your suggestion for weapon switching.
However other stuff:
Vehicle Counter basically shows how long a vehicle will run for.... this is similar to any powerup you see in most endless runner. Eg: Counter on a Magnet or Shield powerup. They show you how long the powerup is active for.
Respawning ammo/weapons earlier if ammo is zero: Well, won't this defeat the whole concept of "survival" if player has access to immediate supply of ammo?
I am willing to change this if majority feel there is too less ammo. What I can do is provide a random weapon at start if ammo is zero. Do you think that will help?
Also, I am releasing a new update where the zombies dont spawn immediately at start. This should give you sometime to "survive" longer and reach the next weapon.
Can you highlight the "deathzones" and overwork your controls? Left and right is untypical.
Marking Collision boxes on Isometric game is really challenging. I will look into this.
Could you suggest what would be the right control mechanism? So far I been getting good feedback about controlling char movement.. I am willing to look into it if you provide me a better way.
Also moving player in Isometric view can be something new to most, it will probably take sometime to get used too.