Re: Sex Zombie
I have been enjoying it so far, didn't realise just how much content was added since the last demo.
On the gameplay side of things, a couple suggestions and comments:
It would be extremely beneficial to be able to turn on the spot. Right now to turn around and shoot at an enemy who's chasing you, you have to move a tile closer to them.
Displace the player or knock back all enemies within a tile or two at the end of a rape scene - It's possible and frustrating to be chained, especially when in the sewers, you'd go back down the middle and west ladders straight into a group of crawlers.
Mix the enemy types present in most areas, especially the more open-ended ones. Diversity of enemies is the most interesting when you have to tackle multiple types.
Tone down the number of crawlers in each group in the service tunnels and sewers - Especially in the former, you had to spend a lot of ammo to get through them, or cheese RPGMaker NPC behavior and be lucky enough to dodge through them. I'd also suggest making their chase time limited to some degree.
Spread on the shotgun? Firing left-to-right, I suggest a 5-damage hit for the first tile or maybe two of its travel, then they spread into a column of three, doing 2 damage (1 in the center for consistency?). Maybe the last tile of travel could have the shots each separated by a tile.
This would help distinguish the shotgun from the pistol and give them unique applications - shotgun for crowd control, pistol for lone targets, like the one cop was talking about.
As for bugs, I got a black-screen after the anguished runner "scene" after giving him the doll - managed to navigate to a level change and the screen remained black. Haven't encountered the one I described in my last post though.
Oh, the struggle reset timer counts down throughout the scene. So you are able to watch it and then struggle upon being grabbed immediately, or skip it and can't resist the next enemy.