Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

Feedback As I Play
1. Clicked a button to go to next page of very first opening tutorial, double clicked so went to page 3, no way to go back. You miss info.

2. Went to a barricade by the door, has icon on it, says to hold RB to do it... ends day instead... not clear at all.

3. let one survivor sleep in bed all day to get sleep back. Nothing happened.

4. Gave up, skipped to night, went to the table, select new area on map, nothing happens, survivor just stands there. Skip to other survivor, walk around, wonder why nothing happened and first didn't go out to play a new area. See it wants me to hold RB to go to night, even though already night... counter intuitive...?

5. First zombie. Sneak up on it, punch, can't attack as it's on a wall. Sees me, we get in a fist fight, it PUNCHES me lol Where's the biting?

6. No indication of how long events need to take, such as building items. I put one on building 2 wood worth of a barricade, sat back to read Facebook and they're still there minutes later. Am I supposed to just skip the day?

7. Odd button choices for the Xbox controller. Y to fight, but then when grabbed by a zombie I need to spam A. Why isn't it A to fight and A to spam? Or Y to fight and Y to spam? I guess personally I don't like different buttons for the same thing.

NOTE: I really think the devs need to use basic timers and ideas from games like This War of Mine, that are alot more clear to the player on what to do, through intro, item use, timer gauges and experimentation.

I'm really tired and need a break, so stopped playing.
I like this game and plan to buy it. So incase the notes seem brutally "I hate this game" mean, that's not true, just thought I'd list my gripes as I played the demo.

Good base game. Needs more work/thought.
Last edited by Arnie Rimsy BSc.SSc.; Dec 13, 2024 @ 8:16pm
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Showing 1-4 of 4 comments
Shadow Dec 15, 2024 @ 9:03pm 
You make a good point, why aren't the zombies biting? They are practically walkers from the Walking Dead. It's like they are just fist fighting. Zombies biting you would be more scary. Zombies in popular culture are like feral chihuahua's bro.
Originally posted by Shadow:
You make a good point, why aren't the zombies biting? They are practically walkers from the Walking Dead. It's like they are just fist fighting. Zombies biting you would be more scary. Zombies in popular culture are like feral chihuahua's bro.
I thought it was a very odd interaction. I'll detail why.
I arrive at a new house to loot right, and I'm already aware the objective is to actually find a better base to move to. So I walk through the door,m get prompted to look through the hole and get a view of the zombie, I know to sneak... but when I get to the zombie there's no way to sneak attack it right. SO when I do hit it, it's not actually aligned with my level of the game, it's leaning on the wall, basically a slot/square over. Of course my attack misses, I stand up, the zombie gets alerted, then tries to punch my head off.

It's designed to be your first fight, and your first injury, but it's just weird... after this fight you get scissors from loot, go outside into a backyard, where you're then prompted to sneak up to the zombie and perform a sneak attack.

It's just not right, and is an off way to introduce you to fighting mechanics for zombies. If it was This War of Mine and I'd got punched it makes sense, but for TWD walkers it's very odd.

I suppose I'd rather just get the scissors, sneak the zombie, attack via sneak and if I get hurt or not you get a "this is how you heal" pop up, and if you did get hurt you heal, if not, good, you played how you knew to already.

I do like the look of this game, but I can already tell it's indie quality, will need some serious polish before release, and will need patching after release. Depending on that price to quality ratio I might not even buy it, or atleast will wait for a sale.
Shadow Dec 16, 2024 @ 2:31am 
Originally posted by Milton Waddams:
Originally posted by Shadow:
You make a good point, why aren't the zombies biting? They are practically walkers from the Walking Dead. It's like they are just fist fighting. Zombies biting you would be more scary. Zombies in popular culture are like feral chihuahua's bro.
I thought it was a very odd interaction. I'll detail why.
I arrive at a new house to loot right, and I'm already aware the objective is to actually find a better base to move to. So I walk through the door,m get prompted to look through the hole and get a view of the zombie, I know to sneak... but when I get to the zombie there's no way to sneak attack it right. SO when I do hit it, it's not actually aligned with my level of the game, it's leaning on the wall, basically a slot/square over. Of course my attack misses, I stand up, the zombie gets alerted, then tries to punch my head off.

It's designed to be your first fight, and your first injury, but it's just weird... after this fight you get scissors from loot, go outside into a backyard, where you're then prompted to sneak up to the zombie and perform a sneak attack.

It's just not right, and is an off way to introduce you to fighting mechanics for zombies. If it was This War of Mine and I'd got punched it makes sense, but for TWD walkers it's very odd.

I suppose I'd rather just get the scissors, sneak the zombie, attack via sneak and if I get hurt or not you get a "this is how you heal" pop up, and if you did get hurt you heal, if not, good, you played how you knew to already.

I do like the look of this game, but I can already tell it's indie quality, will need some serious polish before release, and will need patching after release. Depending on that price to quality ratio I might not even buy it, or atleast will wait for a sale.

It might be difficult to add zombie biting animations because then not only you are introducing a complete set of new animations for zombies but also a new set of animations for the survivors and how they react to said bite. Seems more expensive and time consuming. While I do agree zombies make more sense if they are trying to bite you after they grab you, I believe we are expecting too much at this stage of development. Maybe they will add it but maybe they won't due to budget constraints, keep in mind the devs aren't a billion dollar AAA company. There other game was literally a mobile phone game called into the dead which was just for phones. I wouldn't necessarily be upset if they didn't add the more complex animations because I know they are still fairly new and it's there first time stepping into a larger video game developer world. Even without those animations I feel that the game will be fun and enjoyable.

That said, would be cool to see unique / rare zombie bosses that drop cool loot. Perhaps a loot system can be in place where orange weapons are legendary and blue are rare, green are uncommon. Can be found off bosses or after completing a puzzle or blueprints to craft them.

A big bulky beefy zombie with special abilities would be cool too, making confronting it more challenging. A zombie boss fight.
Originally posted by Shadow:
Originally posted by Milton Waddams:
I thought it was a very odd interaction. I'll detail why.
I arrive at a new house to loot right, and I'm already aware the objective is to actually find a better base to move to. So I walk through the door,m get prompted to look through the hole and get a view of the zombie, I know to sneak... but when I get to the zombie there's no way to sneak attack it right. SO when I do hit it, it's not actually aligned with my level of the game, it's leaning on the wall, basically a slot/square over. Of course my attack misses, I stand up, the zombie gets alerted, then tries to punch my head off.

It's designed to be your first fight, and your first injury, but it's just weird... after this fight you get scissors from loot, go outside into a backyard, where you're then prompted to sneak up to the zombie and perform a sneak attack.

It's just not right, and is an off way to introduce you to fighting mechanics for zombies. If it was This War of Mine and I'd got punched it makes sense, but for TWD walkers it's very odd.

I suppose I'd rather just get the scissors, sneak the zombie, attack via sneak and if I get hurt or not you get a "this is how you heal" pop up, and if you did get hurt you heal, if not, good, you played how you knew to already.

I do like the look of this game, but I can already tell it's indie quality, will need some serious polish before release, and will need patching after release. Depending on that price to quality ratio I might not even buy it, or atleast will wait for a sale.

It might be difficult to add zombie biting animations because then not only you are introducing a complete set of new animations for zombies but also a new set of animations for the survivors and how they react to said bite. Seems more expensive and time consuming. While I do agree zombies make more sense if they are trying to bite you after they grab you, I believe we are expecting too much at this stage of development. Maybe they will add it but maybe they won't due to budget constraints, keep in mind the devs aren't a billion dollar AAA company. There other game was literally a mobile phone game called into the dead which was just for phones. I wouldn't necessarily be upset if they didn't add the more complex animations because I know they are still fairly new and it's there first time stepping into a larger video game developer world. Even without those animations I feel that the game will be fun and enjoyable.

That said, would be cool to see unique / rare zombie bosses that drop cool loot. Perhaps a loot system can be in place where orange weapons are legendary and blue are rare, green are uncommon. Can be found off bosses or after completing a puzzle or blueprints to craft them.

A big bulky beefy zombie with special abilities would be cool too, making confronting it more challenging. A zombie boss fight.
Not trying to argue at all, I respect your opinion, but disagree on both.

It's a zombie game... needs biting and animation for it more importantly than many other things. It's definitely important dev resource necessity for that.

And I really DON'T want to see bulky hp bloat enemies either, I hate that so much personally and wouldn't buy it. I also just don't see them doing it. It's meant to be a semi-realistic zombie survival sim, with looting, realistic gear/building, tough decisions, intense narrative.
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Date Posted: Dec 13, 2024 @ 7:51pm
Posts: 4