Zombie Hombre is a fast-paced arcade action driving game in the zombie apocalypse. I’ve been working on it for a few months and would love for other people to play it and provide some feedback before I publish it on Itch.
Drift and dodge the horde of zombies as they close in. While your turret does the damage, you collect the loot and level up your ride.
Stunt tricks like big jumps, barrel rolls and 360s will earn you extra loot.
Boss zombies spawn periodically. Take them down to unlock special rewards. Just be sure to keep your distance.
It’s built in Godot 4.5 compatibility mode specifically as a web build. I’ve coded touch controls but the game seems to use too much memory on phones, running at about 5 fps on my Pixel7. Hmmm, will have to work on that. Works fine in the browser on a PC.
Disclaimer: The logo and a 2D sprite of a cowboys head were AI generated.
The screenshot’s from Megabonk. It’s doing the rounds right now on Steam.
I’m a bit torn on ComicallyUnfunny’s decision… it looks quite clean without textures; but it could definitely add a bit more depth if you wanted to go that route with some light texture work too.
Thanks for the perspective. It is supposed to be low poly and simple. Though there’s a lot of empty space and it’s always been in the back of mind that I should add a texture. I’ll experiment with adding a texture to the ground but keep it very subtle. Thanks for the feedback.
If the game is low-poly, a low-res texture may look better, as well as a full-screen pixel shader to give it that classic “crunch”.
Also, consider a darker ground with a lighter zombie tone to give them more pop. Right now, the ground feels like the focal point because of its color.
Framerate looks fine on Pixel 9, yeah! Except I can’t see zombies, loot, etc.
I see my car and its effects, the terrain and my turret shooting.
Cheers !
As a technical side note: you can set landscape mode to be default in the project setting and the export settings for web. This way, it will automatically get turned.
Well, at least this would explain some missing elements of the game. I use a Librewolf on my desktop with an addon called “CanvasBlocker”. Sometimes this messes with web games
and btw: Pixel phones are great for flashing them with GrapheneOS
I’ve just uploaded a new version with a bunch of updates. The ground has a nice texture and I’ve added some details to the upgrade screen to make it easier to see what you’ve upgraded and the other pathways.
Also reduced the file size a bit. I’ve been trying to fix the stuttering on the first gameplay by preloading and instantiating scenes, but it still seems to be a problem.
Changed the texture compression which fixed the textures on mobiles. Though I haven’t been able to replicate completely missing/invisible textures.