Zenzizenzic
 This topic has been pinned, so it's probably important
bitHuffel Apr 2, 2015 @ 8:18am
Got feedback or an issue? Let me know directly!
Did you encounter something that you would like to see improved or encountered a bug? Let me know! I would be immensely grateful.

However, do note that I am an one man army for this project, so I try to respond and fix things asap, but it may take a little bit for me to respond. If you want the quickest reply possible, it's best to email me at ruud @ zenzizenzicgame.com !

Many thanks,
Ruud Koorevaar, developer of Zenzizenzic
Last edited by bitHuffel; Oct 23, 2015 @ 9:09am
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Showing 1-15 of 31 comments
cricketlenny Apr 7, 2015 @ 3:02am 
I don't know it this is already in the works, but if the levels in Macro are randomly generated (sorry if they arent), then a map seed type thing would be awesome. That way a person could make a personal level by typing in their own thing, and if its a randomly made one that a player really likes or finds challenging, then they could share that map seed with pals so that they can try out the same iteration, allowing for equal challenges for those who want it.
bitHuffel Apr 7, 2015 @ 8:06am 
Originally posted by CricketLenny:
I don't know it this is already in the works, but if the levels in Macro are randomly generated (sorry if they arent), then a map seed type thing would be awesome. That way a person could make a personal level by typing in their own thing, and if its a randomly made one that a player really likes or finds challenging, then they could share that map seed with pals so that they can try out the same iteration, allowing for equal challenges for those who want it.

Thanks for the feedback Lenny!

Unfortunately the randomization in Macro is such that it procedurally, during gameplay, decides on what to spawn in based on varying factors. This means that it is not possibly to pre-determine what the layout of the world is with a seed.
Jhaymes Jul 5, 2015 @ 10:30pm 
Any chance of the return of the progress bar on the difficulties in Classic mode, so I can know which ones have been beaten and how far in I've gotten to the ones I haven't? That was a pretty handy feature in the original version.
bitHuffel Jul 6, 2015 @ 6:42am 
Originally posted by Jhaymes:
Any chance of the return of the progress bar on the difficulties in Classic mode, so I can know which ones have been beaten and how far in I've gotten to the ones I haven't? That was a pretty handy feature in the original version.

Hi Jhaymes. I've been adding stuff to the menu interface to communicate progress more clearly. Those will be up in the next patch (hopefully today!). Got achievement and leaderboard stats (leaderboards are fully Steam integrated this patch!) available now on the weapon selection screen for Classic and for Macro when choosing a difficulty.

There's not yet a return of the progress bars, as since the menu flow changed it's a bit more tricky to implement without obscuring things. Just got to figure out how to implement it effectively without polluting the interface. Glad that you mention it though, so I know that there's demand for it. I'll get on it!
Last edited by bitHuffel; Jul 7, 2015 @ 11:17am
bitHuffel Jul 7, 2015 @ 11:18am 
Originally posted by Jhaymes:
Any chance of the return of the progress bar on the difficulties in Classic mode, so I can know which ones have been beaten and how far in I've gotten to the ones I haven't? That was a pretty handy feature in the original version.

As the patch has been delayed slightly the progress bars will go live along with it. So yes, they have returned!
Jhaymes Jul 8, 2015 @ 8:40pm 
Oh excellent, thanks! They were really helpful and will be nice to have back. :)
rhysie Jul 23, 2015 @ 9:50am 
It would be cool if there was an online multiplayer feature - playing this game with my online friends would be really awesome!
bitHuffel Jul 23, 2015 @ 11:12am 
Originally posted by Meesh:
It would be cool if there was an online multiplayer feature - playing this game with my online friends would be really awesome!
Online is currently not in the works. It's a huge challenge to get such a pixel precise game in a completely lag-free environment. There are ways to implement it for sure, but it's a bit too much to tackle unfortunately. You can still play with a buddy on the couch though! Thanks for the feedback!
Last edited by bitHuffel; Jul 23, 2015 @ 11:13am
Hobbes Jul 23, 2015 @ 11:24am 
I know the OST is on bandcamp, but any chance we can see the OST on steam as well?
bitHuffel Jul 23, 2015 @ 2:17pm 
Originally posted by Hobbes:
I know the OST is on bandcamp, but any chance we can see the OST on steam as well?
Just on Bandcamp for now, nicely tucked in there with bignic's other releases, which are definitely also worth it to go and check out if enjoy Zenzizenzic's tunes!
Illhark Jul 23, 2015 @ 9:10pm 
I don't really have too much to complain about, but here's what comes to mind.

-The level 3 boss on very hard macro. Unless I was just doing really poorly, it took me about 15-20 minutes to take it out and I couldn't even tell what I was shooting at 75% of the time because of how massive those last enemies were.

-Holding down a movement speed button while staying still makes you lose movement power in macro, which is kind of annoying.

-I've also noticed sometimes the music doesn't play how it should. For example, after the first boss in the gauntlet, the boss music is the only track that plays for the remainder of the session. Another example is after beating a bonus level in practice mode and retrying the same one from the menu -- the main menu music continues instead of playing the proper bonus level music.

I love Zenzi though, and I'm probably going to be playing it for a long time. Thanks for making such a great game.
Jhaymes Jul 23, 2015 @ 9:20pm 
Keep in mind the movement also effects shot type, so it makes sense to drain even while standing still. Those slow-moving power orbs do incredible damage, so there should be a cost associated with using them.
Illhark Jul 23, 2015 @ 9:33pm 
Ahh, I forgot about that. I suppose that's a moot point then.
bitHuffel Jul 24, 2015 @ 2:28am 
Thank you for the feedback Aural! I'm going to look into what you mentioned and come up with some fixes/adjustments.
Illhark Jul 24, 2015 @ 11:05am 
No problem! Glad to see you're involved with what we have to say about the game. :acduck:

After playing a bit longer, I realized the music bug with the bonus practice seems to happen specifically on level 4 very hard (it just doesn't play at all).

Level 5 bonus practice also seems to be a bit weird with the music (the intro starts playing, and it fades out a few seconds later only to jump ahead in the song) and the menu buttons (my cursor tries to pull a fast one on me because it thinks the buttons are higher than they actually are[puu.sh]).
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