Shh,Zombies Prototype Launch!

I’d like to offi­cial­ly announce the game I’ve been work­ing on (even though I’ve blogged about it before): Shh,Zombies!
I’d also like to use this blog post for the pro­to­type launch, as well as to ask you to have a play of it, and give any feed­back of your expe­ri­ence — more on this towards the bot­tom.

Shh,Zombies was orig­i­nal­ly an idea I had to be the com­pan­ion app to an incred­i­bly awe­some Zom­bie MMO idea I was devel­op­ing (might tidy it up and post it one day) — ‘Sur­vive’. Shh,Zombies would have been a mobile app to help spread the word of the main game, and would have includ­ed the play­er pro­file, play­er stats, game sta­tus, serv­er sta­tus, and var­i­ous oth­er things for play­ers with active accounts in ‘Sur­vive’. This app would have also includ­ed a mini puz­zle game, giv­ing play­ers of ‘Sur­vive’ and non-play­ers a rea­son to use the app.

Unfor­tu­nate­ly, I’m not in the posi­tion to be mak­ing an MMO, so the puz­zle game evolved into Shh,Zombies and I’ve been mak­ing it for about 2 months or so.

Shh,Zombies is a puz­zle game where play­ers must get their char­ac­ter to the safe house, by set­ting out a safe path through the lev­el. Avoid zom­bies, over­com­ing obsta­cles and using the envi­ron­ment to their own ends. Play­ers must be wary, as zom­bies are attract­ed to loud nois­es, mak­ing it pos­si­ble for sound to be both an ally and a dan­ger.

Features

- Zom­bies attract by sight and sound.

- Top down, bird’s eye view.

- Grid, turn-based game­play.

- You set up the path for the char­ac­ter to run along.

- Set dif­fer­ent actions to hap­pen along the path (run, jump, crawl, shoot, throw grenade, etc). — not in pro­to­type.

- Replaya­bil­i­ty, with day (nor­mal dif­fi­cul­ty) and night (hard dif­fi­cul­ty) modes, with more zom­bies and less light dur­ing night time.

- Triv­ia mode; where each lev­el has a ques­tion, the answer to the ques­tion is a num­ber. To suc­cess­ful­ly com­plete the lev­el, the play­er must com­plete the lev­el in that amount of moves.

- On-going updates bring­ing new offi­cial lev­els and com­mu­ni­ty sub­mit­ted lev­els.

Feedback

Send feed­back to: peter@enigma23.co.uk
Please have a play, there are 5 lev­els, and each shouldn’t take long to com­plete. At this point, I’d like to add some caveats:

- It’s pos­si­ble to place mark­ers where the play­er can’t reach, this will be fixed lat­er, so please don’t com­ment to me about it. If you do do it, it’ll spoil the expe­ri­ence a lit­tle bit.

- The play­er cur­rent­ly turns to point at the top of the screen at each mark­er, this isn’t intend­ed — I just haven’t fixed it yet.

- Please read the instruc­tions.

- These lev­els will prob­a­bly be used as tuto­r­i­al lev­els.

- Obvi­ous­ly no art assets are in game yet, the assets will be made with Quib­cle. The art style I’m going for is this (image from mind­desk).

- *SPOILER* Those two grey cubes in the mid­dle of lev­el 3, are cars, you can climb over them (unfor­tu­nate­ly, the solu­tion cur­rent­ly doesn’t work 100% of the time).

Play

Missed from the instruc­tions, the exit is the red sphere on the right side of the play area.

Click here to be tak­en to the won­der­ful­ly, awe­some game! (Uni­ty play­er required: http://unity3d.com/webplayer )

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