Thanks for the demo
Right away I can see you have controller support, major props for that. I agree that keyboard and mouse are superior for many games, but when it comes to twin stick shooters, gamepad is by far the best
If possible, maybe see if there's a way players can change their settings without having to restart the entire game? That was a bit weird. And there's no "Cancel" option in the settings menu either, so if I enter it and don't change anything I'm forced to restart the game. Yes I know it's the Escape key, but that's not stated anywhere, and that's not listed as an option in the page.
Doesn't appear to be anyway to rebind controls, not a huge deal though your default gamepad controls are perfectly adequate.
Not sure what scan lines are, I'd imagine most players won't either, so maybe a quick little blurb about what that option entails?
Also I would suggest explaining the difficulty difference. Do enemies simply take more hits and deal more damage? Do more enemies spawn? Do you get more or less currency from playing on a higher difficulty? Keep in mind that at this point, the player hasn't even played a second of your game yet so they honestly have no clue which difficulty would be more enjoyable for them. Perhaps let them run the first stage / tutorial, and then have the game suggest the ideal difficulty for the player?
Good job on the fonts, never had any difficulty understanding what was on the screen.
As somebody mentioned earlier, the "5D and 6H" should be changed.
Plays very smooth. Most people's games have frame rate drops on my computer, yours is the first one that didn't so you've optimized it well.
Odd dialogue as well, the player's have been there 5 days since it has started, yet still seem confused when they say stuff along the lines of "Looks like the soldiers were infected by something", and then a short time later decide to head to the army base in the forest, even though they can clearly see that the soldiers haven't been able to protect themselves. I get that it's exposition for the sake of the player, but it feels like the character's should already know at this point about the infection / zombies being rampant.
I like that when the game is instructing players on how to do something, you've programmed it to recognize that I'm using an Xbox controller, and the instructions are based off of that.
Right before the end of the first wave, I can clearly see that I have $7,800 currency, but immediately after the dialogue I'm down to $7000 for some reason.
Perhaps give the player the ability to place the turret where they want, rather than preset locations? I know that may cause balancing issues though.
I like that you can push the barrels around, will give the advantage to players who play the level multiple times and learn the spawn locations.
While the game walks you through purchasing a turret, it never indicates that you can buy a better weapon. Players may wind up completing the stage never realizing they can do this, which makes for a more difficult experience than intended.
Love the crawling zombie torsos, well done
After saving my currency to try to purchase the $25,000 weapon, I ENTERED the protect the family section with 23,100. Then after killing the first wave, I somehow only had 20,600.
Moving to the protect the family area removes any previously purchased weapons. I can understand that this may be an intentional design choice, but maybe set it up so the player's get to keep everything they earn on the actual level, and moving to a new level (Not just a section) starts them over?
Be nice to have a way to refill ammo, rather than having to pay the entire cost of the weapon again.
Sniper is entirely too weak, doesn't even penetrate, nor can it kill the wife beater zombies in a single shot. Combined with low ammo capacity, simply isn't worth it.
Like that the exploding barrels respawn, now I don't have to beat myself up if I accidentally blow it up at the start.
The sound effect for the Assault Medium + Heavy makes them sound weaker. Swapping audio files would do a good amount for making them feel stronger.
Good job lowering the sound effect volume for teammate fire.
When scrolling through weapons, if I hit the left d-pad it never returns me to the starter weapon, I can only do that if I hit the right d-pad.
Keep difficulty progression in mind. The second part is much easier than the first. You now have an additional teammate, and now the enemies are limited to spawning on the right side of the screen, rather than the full 360 degrees in the first part.
Also for "Protect the family" it doesn't appear the family can actually get hurt, so the objective should just be "Kill all the zombies / Survive."
Grenade Launcher and Electric Rockets cost the same, despite Electric Rockets being far superior (Very fun weapon)
Would be cool if the player could use an explosive to blow up the crates to create new sightlines
Don't know if it's intentional, but you should be aware that the flame thrower allows you to kill enemies through cover.
Gas/Gaz should be rebalanced. For the cost and quantity you're getting, I'd rather just purchase mines and take a small amount of damage when getting swarmed.
Good work with the "Pixel" art, I didn't find it jarring at all, not an easy feat.
I enjoy the pacing. Very small amounts of downtime, then right back into the action. The waves only last long enough to start having a few problems if you're not paying attention, but they don't overstay their welcome.
Will the player have the option to upgrade teammates in any way, or does only the player's character itself get to become stronger? And I'd say that if the game gets green lit and you can get the funding, look at online multiplayer rather than solely local coop. You would likely want to hire somebody who knows what they're doing, but it would be worth it. Lastly, if my teammate creates an explosion, do I wind up taking damage from that?
All in all certainly a good job for having done it all by yourself =)