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Re: Sex Zombie

Password on which computer? There are two, but the first computer literally tells you the password right when you approach it and it also tells you the password for the second one.

Some more comments for Architect:
-I was thinking that most improvised melee weapons would be one-use and throw away type things to conserve bullets. Knock a crawler unconscious with an iron pipe and run sort of thing.
-Add options to skip the rape scenes if you've seen them already. Although I guess I won't have to sit and watch Juno get raped 42 times after the infection meter starts actually being used :(
-What the heck are you gonna do with the Bleach? Find some Ammonia to chlorine bomb the high school bathrooms? :p
-Not a suggestion so much as a request, please add an insect enemy to the game. Parasite in City has ruined me for zombies without creepy crawlies D:

Edit: Alright whoever gave me a neg rep for not saying the password: There is literally an entire fucking walkthrough, written by me, halfway down the page. This isn't Reddit, don't just downvote anything you don't like or don't agree with. And for the love of god, read the entire page before throwing out neg reps.
 
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Re: Sex Zombie

Password on which computer? There are two, but the first computer literally tells you the password right when you approach it and it also tells you the password for the second one.

What he said. If I tell you guys everything its not much a challenge or a game is it?
-I was thinking that most improvised melee weapons would be one-use and throw away type things to conserve bullets. Knock a crawler unconscious with an iron pipe and run sort of thing.

Yes, I was thinking along those lines, but on different enemies rather than crawlers/walkers.

-Add options to skip the rape scenes if you've seen them already. Although I guess I won't have to sit and watch Juno get raped 42 times after the infection meter starts actually being used :(

Easy enough to do!

-What the heck are you gonna do with the Bleach? Find some Ammonia to chlorine bomb the high school bathrooms? :p

I ain't telling. Yet.

-Not a suggestion so much as a request, please add an insect enemy to the game. Parasite in City has ruined me for zombies without creepy crawlies

Its in my plan! I'm sort of limited/stuck in what I can do now because this is a customized set of graphics and thus there's no other free resources I can use for it; meaning I'd need to find an artist to pixelate monsters other than zombies. Currently I only have zombie sprites and I don't really want to add any more to the game if the only enemies I can do are zombies (it gets kind of boring, even if the story's good, yes?)

(tl;dr: I have a vision for the next chapter but I lack the resources.)
 
Re: Sex Zombie

Ah, another iteration of Sex Zombie to try out. lol, I feel like I pretty much memorized what to do, and thanks to your changelog, I don't need to try everything again to see if I'm missing any improvement of some tedious task (e.g. talking to people, testing out H-scenes, etc).

Here's my review (for the third time).
Good
  • Love the Sarah/Donnie sidequest. Realism and emotion is good; I sort of expected that to happen and actually considered not giving him the letter, weighing the consequences/outcome in terms of empathy. Especially strikes a bit of a nerve when I'm so immersed, I consider rape IRL, where a girl would rather take her own life than face the overwhelming and inevitable torture before her. When I'm faced with that sort of ethical dilemma both in-game and inside myself, I know I've got a good game on my hands. (To clarify, I in no way condone sexual violence IRL, and am glad you've got that disclaimer to begin your game)
  • Great job on the music, in the H-scenes and the added music in the initial zombie encounter scenes. It's a little funky at times, but I think you're improving.
  • The password puzzle is good and adds to your 'puzzle' theme. I think you could add more of these, with stronger challenges (e.g. basic/esoteric trivia IRL, harder puzzles with clues hidden in the game, etc). I feel you could've played around with the computer email messages to add your own humor and personality, as you did earlier in the game (a bit like how Fallout uses its computer system messages).
  • Yay new zombie enemy and scenes! You've got quite a few now. I'm a Jill fanboy, but not much one for Ashley (whom you've added as a scene). I think you could actually find enough Jill scenes (even with that artist and considering the nature of each scene) to make her your temporary art heroine for now...but regardless, I do think you should keep the protagonist in the H-scene, as well as the art itself, consistent.
  • The zombie itself was appropriate and I like how you've fleshed out the zombie's description with rationale (e.g. the bumps on its penis due to a lack of sunlight). Maybe the zombie should be a bit slower, since it is a crawler. That'd give some distinction to it, vs an ordinary zombie.

Suggestions
  • Pathing is still pretty awful. Too many narrow chokes—I get trying to conserve ammo, but given there are so many zombies in such tight quarters and single-cell walkways, you literally don't have any way to kite them or run around them. The areas force you only one way, and if there's a zombie ahead, you're limited to either bruteforcing them (through killing if you've got ammo, or sexing if not), or retreating. I'd suggest making it difficult, but not impossible to navigate an area without ammo; options should be limited given the type of game, but the player shouldn't be restricted to a single solution to access an area.
  • Similar to the topic before (and another one I've raised in the past), you've still got a bunch of areas that seem accessible but aren't. Only exacerbates the pathing problem, especially when trying to navigate around zombies and when a single zombie tag can mean game over due to the increased difficulty. Even in 'safe' areas, it's just plain annoying. I've attached a bunch of images to show you.
  • On the plus side, the added difficulty allowed/necessitated use of rest/hunger and the respective replenishing items, which I appreciated much more (though HP wasn't used too often). Therefore, you solved the age-old problem of “how do I avoid rewarding players for GoR or intentional/self-inflicted damage for H-scenes?”. The problem however, is that it's nearly impossible to have a virgin run, if desired (I dunno, some people, like myself, just like the possibility as a challenge). Not sure how you balance that, but I'd rather have increased difficulty than being forced to sex a zombie to get around it.
  • I noticed that for some areas, such as with the crawler maze, you can generally distract the zombies and lure them as they somewhat are drawn to the player sprite. For the most part, this tactic doesn't often work given you don't often give us walls to hide behind, nor any open pathing to make this of use anyway. However, perhaps you can implement a distraction item for escape or bait (a smoke bomb or something to escape, and perhaps a L4D-like pipe bomb for attack). I do agree some sort of zombie-disabling (but not killing) tool would be useful.
  • I bruteforced my way through all the zombies in the crawler maze just to see what they were guarding. A single pistol ammo was a bit underwhelming. Just saying.
  • Any way you could allow access to the horde in the subway for an optional game over like you did with the stool-area?
Keep up the great work. I feel like it takes me forever to play though, note, and then write down everything, but it's definitely worth it to see it all considered and implemented (to your discretion). Looking forward to the next iteration!
 

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Re: Sex Zombie

Thank you for the ever-so-detailed reviews! Glad you enjoyed it

For some of your concerns, the pathing, for me, really is a bitch to get right. I always hated the look of some RPGMaker games - big, wide open spaces with random items scattered here and there. Whenever I make maps I try to make them as realistic as possible, like, "How would this actually look in real-life?"

The problem, as you now find, is clutter, and because of the way these graphics are pixel-drawn, areas that seem accessible but you literally just hit invisible walls.

Tried to keep the art consistent but what remained of Jill artwork I hadn't used was a tad too inconsistent with what I wanted to do with crawlers.

The crawler's maze wasn't actually meant to be bruteforced for a reward. It was more or less just "solve my puzzle or I'm going to make you go through all these crawlers". Interesting how some people might consider it a challenge though. Might put in a reward now.

And I'm definitely adding an option for the horde in the subway. Just trying to figure out how I want to do that. I mean - jumping straight into the tracks for no reason doesn't seem too plausible, right?

Additionally, I'm pretty much stuck right now in terms of progress. I could go forward with the maps and the storyline and the puzzles but I've basically come to a standstill because I have no art to fall back on. While I have my strengths as a writer and I can learn to do basic game design... art is much, much harder to learn, and takes a far longer amount of time.

So I can't really continue with the game, and either have to go find an artist who wants to cooperate, start patreon for this project immediately to source funds for an artist, or, well, learn to bloody draw.

Main issue: the graphics are custom so free resources don't fit in with the game; need to draw sprites that have the same 'feel'. Plus, more and more people have been taking an issue with the butcha-u artwork so I really need to fix that.

Ah, another iteration of Sex Zombie to try out. lol, I feel like I pretty much memorized what to do, and thanks to your changelog, I don't need to try everything again to see if I'm missing any improvement of some tedious task (e.g. talking to people, testing out H-scenes, etc).

Here's my review (for the third time).
Good
  • Love the Sarah/Donnie sidequest. Realism and emotion is good; I sort of expected that to happen and actually considered not giving him the letter, weighing the consequences/outcome in terms of empathy. Especially strikes a bit of a nerve when I'm so immersed, I consider rape IRL, where a girl would rather take her own life than face the overwhelming and inevitable torture before her. When I'm faced with that sort of ethical dilemma both in-game and inside myself, I know I've got a good game on my hands. (To clarify, I in no way condone sexual violence IRL, and am glad you've got that disclaimer to begin your game)
  • Great job on the music, in the H-scenes and the added music in the initial zombie encounter scenes. It's a little funky at times, but I think you're improving.
  • The password puzzle is good and adds to your 'puzzle' theme. I think you could add more of these, with stronger challenges (e.g. basic/esoteric trivia IRL, harder puzzles with clues hidden in the game, etc). I feel you could've played around with the computer email messages to add your own humor and personality, as you did earlier in the game (a bit like how Fallout uses its computer system messages).
  • Yay new zombie enemy and scenes! You've got quite a few now. I'm a Jill fanboy, but not much one for Ashley (whom you've added as a scene). I think you could actually find enough Jill scenes (even with that artist and considering the nature of each scene) to make her your temporary art heroine for now...but regardless, I do think you should keep the protagonist in the H-scene, as well as the art itself, consistent.
  • The zombie itself was appropriate and I like how you've fleshed out the zombie's description with rationale (e.g. the bumps on its penis due to a lack of sunlight). Maybe the zombie should be a bit slower, since it is a crawler. That'd give some distinction to it, vs an ordinary zombie.

Suggestions
  • Pathing is still pretty awful. Too many narrow chokes—I get trying to conserve ammo, but given there are so many zombies in such tight quarters and single-cell walkways, you literally don't have any way to kite them or run around them. The areas force you only one way, and if there's a zombie ahead, you're limited to either bruteforcing them (through killing if you've got ammo, or sexing if not), or retreating. I'd suggest making it difficult, but not impossible to navigate an area without ammo; options should be limited given the type of game, but the player shouldn't be restricted to a single solution to access an area.
  • Similar to the topic before (and another one I've raised in the past), you've still got a bunch of areas that seem accessible but aren't. Only exacerbates the pathing problem, especially when trying to navigate around zombies and when a single zombie tag can mean game over due to the increased difficulty. Even in 'safe' areas, it's just plain annoying. I've attached a bunch of images to show you.
  • On the plus side, the added difficulty allowed/necessitated use of rest/hunger and the respective replenishing items, which I appreciated much more (though HP wasn't used too often). Therefore, you solved the age-old problem of “how do I avoid rewarding players for GoR or intentional/self-inflicted damage for H-scenes?”. The problem however, is that it's nearly impossible to have a virgin run, if desired (I dunno, some people, like myself, just like the possibility as a challenge). Not sure how you balance that, but I'd rather have increased difficulty than being forced to sex a zombie to get around it.
  • I noticed that for some areas, such as with the crawler maze, you can generally distract the zombies and lure them as they somewhat are drawn to the player sprite. For the most part, this tactic doesn't often work given you don't often give us walls to hide behind, nor any open pathing to make this of use anyway. However, perhaps you can implement a distraction item for escape or bait (a smoke bomb or something to escape, and perhaps a L4D-like pipe bomb for attack). I do agree some sort of zombie-disabling (but not killing) tool would be useful.
  • I bruteforced my way through all the zombies in the crawler maze just to see what they were guarding. A single pistol ammo was a bit underwhelming. Just saying.
  • Any way you could allow access to the horde in the subway for an optional game over like you did with the stool-area?
Keep up the great work. I feel like it takes me forever to play though, note, and then write down everything, but it's definitely worth it to see it all considered and implemented (to your discretion). Looking forward to the next iteration!
 
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Re: Sex Zombie

Thank you for the ever-so-detailed reviews! Glad you enjoyed it

For some of your concerns, the pathing, for me, really is a bitch to get right. I always hated the look of some RPGMaker games - big, wide open spaces with random items scattered here and there. Whenever I make maps I try to make them as realistic as possible, like, "How would this actually look in real-life?"

The problem, as you now find, is clutter, and because of the way these graphics are pixel-drawn, areas that seem accessible but you literally just hit invisible walls.

Tried to keep the art consistent but what remained of Jill artwork I hadn't used was a tad too inconsistent with what I wanted to do with crawlers.

The crawler's maze wasn't actually meant to be bruteforced for a reward. It was more or less just "solve my puzzle or I'm going to make you go through all these crawlers". Interesting how some people might consider it a challenge though. Might put in a reward now.

And I'm definitely adding an option for the horde in the subway. Just trying to figure out how I want to do that. I mean - jumping straight into the tracks for no reason doesn't seem too plausible, right?

Additionally, I'm pretty much stuck right now in terms of progress. I could go forward with the maps and the storyline and the puzzles but I've basically come to a standstill because I have no art to fall back on. While I have my strengths as a writer and I can learn to do basic game design... art is much, much harder to learn, and takes a far longer amount of time.

So I can't really continue with the game, and either have to go find an artist who wants to cooperate, start patreon for this project immediately to source funds for an artist, or, well, learn to bloody draw.

Main issue: the graphics are custom so free resources don't fit in with the game; need to draw sprites that have the same 'feel'. Plus, more and more people have been taking an issue with the butcha-u artwork so I really need to fix that.

Ah, that's interesting--I don't have a problem with the artwork. In fact, I like it. I think the only thing that concerns me is the consistency; as long as a character remains the same (and the art isn't TOO different), it doesn't break the immersion factor for me. While I like the artwork, as I said, perhaps it's better to use an artist's work who simply has more scenes. Eroquis, for RE, is fine too. I'm a fan of the Deep_Rising Resident Evil artwork by Thor...haven't done enough research, but there's quite a bit of artwork there, enough that I've got a big collection of it. Dunno if there's enough for a single character (e.g. jill), but I'd suggest that.

Yeah, I get what you're saying about clutter. It's unfortunate, because if you just had a BIT more room to move (like, a few extra squares) in terms of pathing, I could deal with the invisible wall sort of problem. Not really sure how to fix that since I don't mess with maps or things like that, but perhaps if you could use different sprites, that might fix some of the navigation problems.

Heh, the puzzle was too easy to necessitate going through that maze (and I'm not sure why you have the option to unlock/lock doors anyway, or at least lock them, since I suppose you need to unlock them). However, yeah, it might be nice to give an easter egg or sidequest item in that area (the one with the single ammo round after the maze), since you're not really doing much with it.

Looking forward to the subway horde option. Perhaps a trap or a trigger to get Juno to "accidentally" fall onto the tracks as a GoR, just like you did with the "remove stool" scene.

Hope you're not discouraged by the lack of artwork; I'd say just press onward and use crappy art or different art. If anything, feel free to ask others for help (I can't draw either, but any excuse to mine out pron...errr...I mean art, to add to your scenes, is fine with me). I'm liking the progress as well as your responsiveness, but I think this is where games sort of fall off--it goes fast and the author has a lot of ideas to implement, but eventually runs into a problem, slows or stops, and then gets discouraged and moves on to another project/gives up/pauses under the guise of "I'll put this on hiatus and never get back to it". Doesn't really help that ULMF users sort of forget about good games or stop supporting games that slow down. (It's also why I try to 'bump' this thread with reviews because I like it and don't want to see it die). Anyway, not a knock on devs; I'm not one and can't pretend to understand the process. I just go by what I see and experience. As I said before, just continue doing what you're doing.
 
Re: Sex Zombie

Art isn't really too big of a problem. Main problem is the lack of sprites at this point. I've already contacted a sprite artist I know though, so right now its basically - I can continue, but the other guy hasn't delivered yet.
 
Re: Sex Zombie

I've noticed that zombies still move around and try to get to you during sex scenes and other cutscenes. Is this intentional? It's rather annoying to accidentally get caught then the moment you get out you're surrounded by crawlers.
 
Re: Sex Zombie

Art isn't really too big of a problem. Main problem is the lack of sprites at this point. I've already contacted a sprite artist I know though, so right now its basically - I can continue, but the other guy hasn't delivered yet.

Ah, that's good. Any way you could use temporary replacement sprites for now? I'm not antsy about receiving updates, but I'd hate to see you stalled if you've got everything in terms of ideas (rather than resources) lined up.
 
Re: Sex Zombie

I've noticed that zombies still move around and try to get to you during sex scenes and other cutscenes. Is this intentional? It's rather annoying to accidentally get caught then the moment you get out you're surrounded by crawlers.

Intentionally designed that way for the crawlers. The cutscene text references it as well.

Ah, that's good. Any way you could use temporary replacement sprites for now? I'm not antsy about receiving updates, but I'd hate to see you stalled if you've got everything in terms of ideas (rather than resources) lined up.

I could, but it'd be a hassle. Put it this way - I do all the work on a temporary sprite, then I C&P those sprites across the map - when I get new sprites I need to delete all those sprites, transfer the info onto the new sprites, and then C&P them all over again!
 
Re: Sex Zombie

I did not know you were back Architect :p I've been following your games, specially monster girl unlimited back in 2010 when monster girl unlimited was on its previous version.

Looking forward to your games friend :D
 
Re: Sex Zombie

what that "die judy - with space" means? my brain hurting already!!!
 
Re: Sex Zombie

I did not know you were back Architect :p I've been following your games, specially monster girl unlimited back in 2010 when monster girl unlimited was on its previous version.

Looking forward to your games friend :D

Thank you very much!

what that "die judy - with space" means? my brain hurting already!!!

... sigh. Alright here:

The pass is literally "die judy" with a space in the middle
 
Re: Sex Zombie

In the interest of saving Architect from having to explain everything, here's a pretty basic walkthrough to get up to the latest content. I'll update this whenever I can.
A lot of it is by memory so if there's anything wrong please let me know and I'll change it.

Sex Zombie ver 0.3
Section 1: Prologue
-Check out your room and your computer, it'll most likely be the last time you see it. Don't bother sleeping.
-Exit the room, go down the hallway, Juno will muse about her job options.
-Instead of exiting, go to the right and inspect the sparkly trash can for some electrical parts before going out into this cruel cruel world.
-Go south (down) and to the right for another electrical part, in a dumpster between two cars. Then, go left and head into the police department.
-Once inside, go right and into the office to talk to the man in the suit there (Suit in a suit? Who would've guessed). Once he's done with his bureaucratic bullsh*t exit the building and head left and down into Stanton.
-Billy's brothel/gang hideout is the first house to your left.
Section 2: Billy
-This is your first actual quest and a pretty straightforward one.
-If you haven't talked with the Suits yet the gangster will turn you away.
-Talk with Billy to begin. He'll tell you that he wants to get a package from behind the police barricades.
-If you decline (second option), you can skip this quest and receive a sex scene and -50 MP. Head over to the Police HQ and skip to Section 3.
-If you accept (first option), you get +1 Int, -1 Electrical Part, and you can find some food.
-No matter which route you pick, after you finish talking (or fucking) go down from Billy's and inspect the sparkly trashcan to the lower left to receive another Electrical Part.
-If you chose to take the job, simple head down the open manhole and deactivate the security system, then head to the left again to get to the other side of town.
-A gangster will give you Billy's package. Instead of immediately going back, go around the gangster and head outside, then go to the right and up to find some food.
-Go back to Billy's to grab your fake qualifications, then head to the Police HQ. Save the game if you want.
Section 3: The Job
-Talk to the Suit from before to get a job to restart a power generator in West Greer, with police "support"
-Head left to go upstairs and meet Paulie McAsshole, the anti-PC party leader, to begin the outing.
-Once you're in West Greer, make your way through the maze of houses and streets to get to the power plant. Remember which alleyways are clear and which ones are barricaded, so that you don't accidentally get stuck and fucked later.
-Once inside the power plant, go over to Paulie and inspect the panel to find that you need a keycard to access it. Check the body nearest to the panel for a keycard, then save your game. Hack the panel and talk to Paulie.
-While the generator is rebooting, Paulie will grab some of his asshole friends and hold you at gunpoint to rape you. If you resist (Requires 8 Str but you start off with more than that anyway) you can get a 9mm Pistol with some ammo. If you go along with it, you get another sex scene and -50 MP (There is no gallery, but you can find the sex CGs in the ".../Sex Zombie/www/img/pictures" folder anyway)
-No matter what happens, Paulie and his friends will fuck right off once the generator starts going and the zombies start to arrive. There's no time limit or anything, so take a few seconds to prepare yourself for some dodging and weaving.
-Instead of heading out, go into the vent with an arrow pointing into it. Inside is a zombie and a corpse with a pistol, as well as a piece of paper. Juke the zombie and grab the pistol/pistol ammo, or kill it if you already have a pistol. Pick up the note and read it, as its part of a sidequest. Then, head outside.
Section 4a: Survival - West Greer
-Alright, time for some fun! These generic walker zombies have a pretty slow reaction time, so just keep moving and don't crash into them. Your gun has very limited ammo and each zombie will take a shot to the head to go down, so just avoid them as much as possible.
-Make sure you know which alleyways are blocked and which are open. Get back to the top left corner of the map and head upwards to get away.
Section 4b: Survival - East Greer
-This portion contains one quest (get back home) and one side-quest (Donny and Sarah)
-If you ever run out of ammo, make sure to spend all your MP before sleeping, because for now, the walkers are one-shot wonders (as in, they fuck you once and die).
-There are several zombies out on the streets, but the most dangerous ones are going to be the ones nearest to the entrances of your new safe house and the entrance to the subway. For the most part, with some patience and quick maneuvering you can avoid the zombies on the street.
-There are three buildings you can explore here for loot: Apartment 1 (made of gray stone brick), Apartment 2 (made of pink/red brick), and the School (white brick). All three have a zombie near the entrance that needs to be killed before you can safely get in or out.
-Apartment 1 is where you can finish the Suicide Note sidequest. Dodge or kill the zombies in your way and head to the topmost floor to meet with Donny, a survivor who has been holed up in the apartment since the outbreak began, and who is waiting for his wife, Sarah.
-After talking to Donny, show him Sarah's Suicide Note. He will give you a Large bag of supplies which will fully heal your HP (subject to change), before asking you to leave him alone. As soon as you leave, he will kill himself. Till death do us part.
-Apartment 2 has a quest item, the Fireman's Ax. Again, duck, dodge, weave, and loot the place, then go to the very top to grab the Ax. Unfortunately, you can't use it to lop off some Zombie heads, but at least you can clear some boxes with it?
-The School has some loot, but in my opinion, ultimately isn't worth it, especially if you want to go for a virgin run.
-If you are actually going to go clear out the school, then expect tight corridors and no ammo pickups. Save often.
-There is a stool blocking the door to the school bathrooms. Remove it and go inside to get rekt.
-Once you have looted the entire town, proceed to the subway entrance, You might need to kill/fuck/lure the two zombies nearby away to enter. There is no resting area up ahead, either, so if you're at 50 MP take out a zombie and get some sleep beforehand.
Section 5: Subway
-Head to the left and clear the boxes. Use 5 electrical parts to restore power to the subway station (These can be found around town pretty easily) then go back and head into the subway.
-Go left and kill the crawler near the computer, then inspect the blue glow (I'm guessing this is a visual bug and there's supposed to be a computer here). The password is "die judy", as the piece of paper taped to the monitor says.
-Read the emails to learn the password to the next computer, "applepie". Exit the staff room and head to the right.
-Take a second to appreciate how bad it would be to fall into the tracks right now.
-Proceed, again, to the right.
-The crawlers here seem to be able to see through walls, so lure them to the left of the hallway, then run to the right and get into the computer room (right and down) before the crawlers get to you. Ignore the maze, as the rewards are simply not worth the ammo/MP.
-Go to the computer and enter "applepie" as the password. Unlock door 2, then proceed down and to the right.
-Congrats, you've made it to the end of the 0.3 demo. Head to the right and up to exit the subway, then head into the apartment. Save and wait for the next release, then go all the way back and check out anything you missed.
List of Sex Scenes and Endings
1. Whore yourself at Billy's
2. Raped by cops
3. Raped by Walker
4. Walker Bad End
5. School Bathroom Bad End
6. Raped by Crawler
7. Crawler Bad End
Tips and Tricks
-Zombies can see through walls, so use this to lure them away from where you want to get to.
-Don't kill every zombie you see or fuck every zombie you see, unless you have Cheat Engine. Even then, you can't stop the infection meter, so yeah...
-There are a few clipping errors here and there, one of which you can abuse to completely bypass the second computer room in the subway tunnels, and another one in the same area that lets you screw the zombie that's blocked in by boxes. Both are next to doors (and both are subject to be removed after 0.3).
-Never trust the authorities in an Architect game, especially during times of crisis :p
-For a full list of CGs go into the ".../Sex Zombie/www/img/pictures" folder
-Give Architect +Rep for making this game! English HRPGs may be getting more common but they are still rare and this one has some pretty high quality writing.
 
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Re: Sex Zombie

Ah, I didn't think this was an especially difficult puzzle game (I mean, it's in the early stages). And the thing's in English with a limited amount of artwork/scenes, so you only really need to spend about an hour of exploring and testing to find everything. But thanks for the walkthrough anyway; I'd suggest posting that on the OP so we can direct others there. Just don't think that'll shut people up who can't find something.

"With space". I'm trying to think what ELSE that could mean...
 
Re: Sex Zombie

Amazing walkthrough! But... I didn't actually think it was difficult enough that it warranted a walkthrough. o.o

Still, I was supposing he perhaps didn't speak English as a first language or something and so didn't really get it. Might just make it "die judy" and remove the "with space".
 
Re: Sex Zombie

It really isn't difficult right now but I plan on updating the walkthrough as you update the game (assuming the game does in fact get harder as it goes on), and it provides assistance to anyone who does end up getting stuck or simply doesn't know which zombies to shoot down and which ones to run past. Also, I think the password "puzzle" is fine as it is. If anything, it should be a bit more challenging, since there's nothing much to do in the subway after you finish East Greer. Hopefully the next update will fix that :p
 
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Re: Sex Zombie

Hm. I think I'm moving on from the East/West Greer, the Subway, and the introduction area (apart from doing the regular bug fixes and possibly some pathing tweaks). My general plan is to include one new enemy and one new area with every update.

Have three types in mind for the next one:
i) Flying insect type
ii) Feral animal type
iii) Reptilian/water-based type

Cast your votes!
 
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Re: Sex Zombie

a poll perhaps?

My vote's on the feral animal, based on preference. I do think that your other two choices would diversify the game a bit more and set it apart, however.

Unfortunate you're leaving the subway; I like the atmosphere and think you could've done a little bit more there in terms of content. Oh well.
 
Re: Sex Zombie

Going to have to go with flying insect here, though the feral beast is probably going to make more sense in this urban terrain. I honestly wouldn't mind any of the three.
 
Re: Sex Zombie

a poll perhaps?

My vote's on the feral animal, based on preference. I do think that your other two choices would diversify the game a bit more and set it apart, however.

Unfortunate you're leaving the subway; I like the atmosphere and think you could've done a little bit more there in terms of content. Oh well.

How do you even start a poll on an existing thread?

Well it won't be only subway. I meant I was leaving THAT subway.

Going to have to go with flying insect here, though the feral beast is probably going to make more sense in this urban terrain. I honestly wouldn't mind any of the three.

I can honestly do the writing to justify any of the three without difficulty. Flying insects are easy enough - mutated houseflies/mosquitoes.
 
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