Zombie Hombre - 3D stunt driving meets the zombie horde. Web, Beta release

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.

PLAY IT HERE:

9 Likes

Suggestion: the low-poly 3d artstyle is very generic. Consider adding some low-res textures over it to add more flair, like this:


Also, offer a downloaded version, as the game stutters a lot on web (as most do).
You’ve also got a little typo in the website name:
image

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Thanks for the suggestion. Will definitely add a texture to the ground. What game is the screenshot from?

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.

2 Likes

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.

Original ground was green. I’ve added a sand texture as it worked better than any grassy texture I could come up with.

Before:

After:

What does everyone prefer - texture or no texture?

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Okay yeah - texture for me. Has more detail and it looks more stylised than undercooked.

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I think the textured version looks better. It doesn’t hurt the ‘low poly and simple’ style, but does add more character!

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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.

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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 !

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I will experiment with different shaders. It’s a good idea.

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Do you mean you really can’t see them, or they are just very small on the phone screen?

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As in not rendered, for some reason. Invisible if you will

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Pixel 9 with stock OS and chrome browser?

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.

Stock OS, Firefox Nightly, I know I have a Google phone but won’t use Chrome :wink:

2 Likes

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 :slight_smile:

and btw: Pixel phones are great for flashing them with GrapheneOS :wink:

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Thanks. I’ve also discovered some elements are completely black on Opera browser. Seems there’s some compatibility issues. :thinking:

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Really cool game, nice vibes and booming bangs. I ran this in Brave no problem.

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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.

The big question is, is it fun?!

Thanks to everyone for the feedback so far.