A downloadable game

Scour your environment for brains and eat all the people that you can. It's a lonely, hungry life when you're a zombie. Only the smartest zombies can get 5 stars.

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Prompt 1:

When the game's title first come to the screen, the indigo is very attracted which provide a sense of pleasure, relax and energy. The indigo color is easy for me to think about the sky, the lake, and mountains in the distance. All the senses I imagined represent a feeling of relaxation and satisfaction. Indigo color for background also provides a relaxed mood, let people feel that it will be a pleasure game, but not very serious or hard to play.

Each room has the same background color which is indigo. However, the walls' color is kind of dark pink but still pink. This color makes reminded "toys", "flowers", "little girls". All these are representing a word that is cute. Walls with pink color let me feel that these walls are harmless, and character will not get hurt when he hit the walls. The walls and background tell me that the game world is kind and wonderful. Meanwhile, only base on the color of background and walls, I can feel the idea of game is pleasure and relax.

Moreover, the color of the character and items are dark green, which let me remind the “swamp”, “somber”, “dirty”, etc. Of course, this dark green also let me remind the zombie! Based on these three colors, I feel the idea of the game is that a zombie walks around in a pleasant world, and the zombie is trying to do something that can let him happy. The combination of these three colors is novel which constructs a completely new world that has a zombie. It provides me a new vision for the zombie game.

Prompt 4 - The text of Zombie game serves multiple purposes, one of which is to serve as dialogue between sprites and the player character. The dialogue is partly used to inform the player about different mechanics of the game. One instance of this occurs when a sprite tells the player that one of the blocks is different from the others and is hiding the way to exit the room. This prompts the player to search through each of the blocks, looking for the odd one out and moving on with the game. The dialogue is also used to simply have a game character say something about the situation or themselves to the player character. Another purpose of the text is to describe objects. Objects in the game that display text include when the player finds the different block and when the player picks up a brain. The text displayed when the player picks up a brain stood out to me while playing because the colorful text made picking up this object seem like it was an important part of the game.

The designer uses branches in the secret room in the game. Earlier in the game the player is told through dialogue that they will need to ‘fuel up’ on brains for the later confrontation with humans. If the player has not collected enough brains once they come across the humans the human will simply disappear. On the other hand, if the player has collected enough brains, the player will ‘eat’ the humans and the game will end.