Zombie Slam is a fast-paced survival game where you drive through endless waves of zombies, earn XP, and choose upgrades to become stronger.

Survive as long as possible, unlock powerful weapon upgrades, improve your vehicle, and fight off increasingly dangerous zombie hordes.

Features:

Wave-based zombie survival

Upgrade cards and progression system

Multiple weapon upgrade levels

Vehicle combat and ramming mechanics

High score tracking

This is an early indie project and feedback is appreciated.

Updated 10 days ago
StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorLowKeyDev
GenreAction, Survival
Made withUnity
Tags3D, Arcade, Idle, Short, Zombies
ContentNo generative AI was used

Comments

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Hi! You've got a really solid concept here — driving a car in circles and smashing zombies. Here's what I'd like to see in the game.

Overall, it's a good concept, the cards are clear, the game loop is understandable. What's not clear yet is the purpose of killing zombies. What's the end goal? What's the point of running them over with the car? It's obviously just for fun, but the player needs at least some minimal goal so it's clear why you'd upgrade the car and kill zombies. In other words, you need some kind of kill counter, or unlocking a new location the player can drive to, or something along those lines.

Of course, I'd love to see better physics, so the car's appearance changes with every upgrade. I'd also like clearer physics with knockback, so zombies can go flying — that would make it feel way more epic.

Here's an important issue: I held down "forward" and "right," or "forward" and "left," and I basically just drove in a circle the whole time, with nothing stopping me from abusing that. So the way zombies approach the car needs to be adapted somehow, so they come at you from different sides and you can't exploit this mechanic.

Other than that, it's great — keep going, keep upgrading the game. You're on the right track, really strong concept.

(+1)

Thanks a lot for taking the time to write such detailed feedback!

The point about having a bigger purpose beyond just surviving is actually something I struggled with myself. At one point I was even considering abandoning the project because I felt the core loop needed a stronger long-term goal, so it's interesting to hear someone else point that out too.

The driving-in-circles strategy is a really good catch as well. I'll definitely have to rethink how zombies approach the player so there isn't one dominant strategy.

I also agree with the feedback about the upgrades and zombie physics. Looking back, I spent more time getting the systems working than making every interaction feel impactful, and that's probably the biggest lesson I'm taking away from this prototype.

Really appreciate you taking the time to write this. Comments like these have genuinely changed how I'm looking at the next update.