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The game is easy, very very easy, i circled the butcher boss quite casually with a chainsaw and didn't take a hit. ran rings around any zombies and was never short for cash. There's clearly a resident evil homage running through this series but i would suggest leaning more into it, making ammo a lot more scarce. With infinite melee weapons this would create a good bullet economy gameplay loop with more risk and reward.
Also in order to increase the challenge i would suggest locking the player in place momentarily when they shoot, slow them when the chainsaw is active but keep melee the same as it is now. Maybe even slow player speed when reloading. Making the rifles more satisfyingly powerful but making it lock the players feet for a second or two for example. The more powerful the weapon, the more time it takes locked in place before movement again. Perhaps a little knockback when using shotguns to emphasise their power. A case of limiting the players freedom of movement to enhance the moment to moment decision making. This seems an easier fix then making the zombies more aggressive or harder to avoid.
Edit:
The player could be alot more expressive too when firing or using melee, the zombies are well done and their expressiveness comparitively makes the player sprite stand out as kinda, unfinished, tho i do appreciate the character creation.
Being able mark weapons as junk so they don't appear in the quick inventory swapping would be nice too, i wanna sell weapons at the next store but not cycle through them in the heat of the moment
Thanks for the feedback.
The demo has 4 difficulties did you try any others? They each have a bunch of little changes to ramp up the difficulty.
The character creation does mean that small changes balloon into a lot of work. I'll have a think about if there are changes that can be done without it leading to a lot of work.
There is a junk system coded into the inventory, but it's not accessible by the player just yet. I hope to add that in soon.
I've been working through the festival as fast as i can so i uninstalled but i wishlisted :) i had a fun time, like with the first game. It's a humble little series i'm rooting for, doing everything solo must be tough. There is something there for sure, it just needs a little extra kick to draw more people in i think. Have you thought of reaching out for a pixel art animator/programmer to help polish it up a little? I love the art style this one has over the first, the colours are great aswell as the music, like i said i think it needs a little more ooomph to the player feedback department.
Also i wasn't sure if this was a bug but when i scrolled through multiple guns and they all reloaded from the ammo pool, shooting a gun of the same type drained ammo in all the other gun clips.
either way stay safe dude, keep up the good work :)
-Don't keep horror difficulty locked until a run completion. Make it available from the start. Seems like an appropriate "hard" difficulty. Not easy but not too challenging for dead pixel veterans either. Love the elite style zombies you get in this mode btw.
-You get way too much money. I was buying everything I could and still finished both runs with 10k-15k. I imagine as runs get longer(like the 20 street runs) killing everything won't be possible like the first game but as of right now money is never an issue.
-Seems like there was a color palette change. I miss my black hair/pants for my character.
I'll update when I pay on the hardest difficulty. Soundtrack and visual design are amazing imo. I love the music and the way it sounds when you hit enemies with various weapons. Very satisfying.
Edit: Played the hardest difficulty. Probably get rid off the tutorial on harder difficulties. Having to melee down zombies at 1 dmg per strike is annoying when you already know how to play. Final difficulty is a lot of fun. A lot of looting and fleeing which makes for some intense moments.
The demo or basically experimental versions throughout development have been available for like a year or two at this point not 100% sure but its been a while. Its on the website http://deadpixels2.com
As for feedback I loved the first one and love this one as well, cant wait for it to come out. I havent ran in to any major bugs or anything myself keep up the good work!
I've been consistently logging to to check for updates and occasional run through's since I was able to download DP2 on Steam. Huge fan, loved a lot of the changes, I think the weapon upgrades are my favorite by far one of my favorite implementations.
Overall things are great, the design of the game is what made me fall in love with the original, and it only looks better here. The games great, and Remote Play co-op is a ton of fun! I love the character creation, it makes everything feel that much more personal. I really love the Melee weapons in this version, while the Stamina feature can feel infuriating at the start, after investing skill points and getting an upgraded Sword/2x4 it's just a blast.
I will say I do agree with Ziggy, the game can feel easy at times, It's hard because you want it to be inviting, but you also don't want to breeze through, even at the higher difficulty levels. I think more effects, slows, grabs, blind, that the enemies could cause would give some challenge without it being unplayable. Once you get going, the power creep just feels a little too much, and you just make such quick work of the zombies they don't feel as much a threat anymore. I'm sure it would be hard work, but more level interaction, traps spikes, pitfalls, mazes could also be a way to add some complexity. Honestly the hardest thing to deal with in the game is when you're low level and come across the crows.
One_Irish_Giant makes a good point, I do feel like the money to what you can purchase ratio does feel off. The only time I would ever deplete all of my money is using the upgrade system, which I enjoy, but at that point I feel so OP using a near maxed melee weapon I don't need to invest much into anything else. Maybe an option to purchase skill points could be a good NPC store option.
Also, I don't know what the rarity %'s are for certain weapon types, but I'll go through entire runs of the demo and never get a weapon that uses some of the different ammo types, even if I prioritize the Luck skill tree. For example, power cells, rockets, gasoline are things I ever have a use for.
As far as things I miss, I really loved Survival Mode, would love to see something similar down the line.
If there's anything specific you're looking for I'd be happy to try and answer, but overall as always I appreciate all the work you do, and look forward to what'll come next!
It sounds like you either have a corrupted download or you have a bug that effects older drivers for Nvidia cards. Updating the graphics cards drivers will fix it.
THE GOOD
I got Dead Pixels II after watching a YouTube video recommending 10 low spec Linux games. DP2 as of the time of this review (8/22/2020) experiences crashes from very random occurrences. In my experience, I have had crashes from shooting a zombie with my custom character in a local co-op game, editing the number of blocks in the settings then entering the game, and entering a different scene/area. I understand that these are most likely to be temporary issues and I will be patient for fixes, future releases, and updates since this is a fantastic game that is still in early access beta.
DP2 feels like a classic shoot-em-up with great game-play mechanics and art style. DP2 gives me flashbacks to the classic Call of Duty: Nazi Zombies game-mode. New, interesting, and encourages exploration. Yet, DP2 does it in a completely different way that I just can't wrap my mind around, in a good way. The 80's vibe combined with pixel art separates this game from any other zombie games as a whole and doesn't take itself too seriously, which is a good thing, since other zombie games are completely ruined by overly edgy, dull, and uninteresting dialogue/story and art design.
THE BAD
With this said, I do have issues with this game. After playing with my girlfriend for about 2 hours, and 3 hours to myself, (Yes, I will continue playing) even though I haven't delved into the game too deeply, even though the story hasn't released, even though the game is still IN BETA, (I am sorry if I come off as rude), I already feel like I've experienced most of what this game has to offer. The most interesting mechanic in this game that gave me hope was the weapon upgrade system where your weapon gains attachments and attributes with their own benefits only if you succeed a luck roll. This is what immediately gave me hope for this game. This one, simple, mechanic.
THE POTENTIAL
Yes, I understand that it is pretty much one person making this game and that it is a lot of work for just one dev to complete. But hear me out, this game has the foundation to become a content machine, an absolute behemoth of a game that is highly accessible to anyone who can spare $10.00 and some change. Even if the content is worth more than the price, I hope the developer has the option to increase the price of the game or charge for extra content in the future because it seems so worth it. I am no game dev, nor have I ever worked on or created any games myself. But I do play games, I search desperately for games to waste hours of my life on, with or without friends, and this could be one of them. I just have some suggestions for the direction the developer should take this game before or after launch.
MY SOLUTION
Hear me out, John. Please, extend the life of this game by implementing sandbox, RPG, and RNG elements. Elaborate and create more systems similar to the weapon upgrade shop lady. RNG is a simple mechanic to add content to a game. Just by having a taste of the weapon upgrade mechanic, I feel very confident that this game would benefit greatly from RNG modified weapons and armor similar to the Borderlands series on top of the already amazing talent system.
I also believe this game could benefit from catering to all types of play. Allow more settings that alter game-play like the "scarce ammo" option in the advanced settings. Things could be added like "Reduce/Increase Money Drop Rates" or "% Increase/Decrease Merchant Prices" to allow players to modify the game to be more challenging for themselves or as easy as possible.
I personally am one of the more hardcore players and feel that there is so much money that floats in your inventory, accumulates, and is left unused due to the fact that the game is just not challenging enough for me sometimes. Most importantly, add more weapons, more effects, and more play-style diversity to complement the already great mechanics. Adding these things will give players more options and replay value in DP2. (Something I personally would enjoy is an endless survival co-op mode confined to 1-3 blocks that gets progressively harder as the waves increase.)
Anything creates value, fun, and most importantly content for the game. If this isn't the kind of direction you would want to take for this game, I completely understand. At the end of the day, it's your game. But my final plea, allow players to create mods to add their own maps, enemies, weapons, and modes to share with the community. I have high hopes for this game and will watch closely as this game leaves Beta. Even if Dead Pixels II doesn't turn into the "Dead Pixels Infinity" that I want it to be, it will still always be a great co-op experience to load up every once in a while.