NOTE: This version is not content complete. Consider it an alpha version of a game. I want to see what people think of it and what people would want out of a bigger game like this! If you had fun, had ideas, or had some constructive feedback please leave a comment and let me know!

Click, shoot, and survive on the subway. An action roguelike game about life in The Subpocalypse.

How To Play

Use the LMB to shoot bad guys. The survivors on your subway car will also shoot automatically. Use RMB or E to place a bomb. Bombs are limited.

You have abilities. You can click them to use them or use 1-4 on your number bar. The default Focus ability makes it so you can tell all your survivors to try to shoot one enemy with increased shooting speed.

Buy more bombs, health, or survivors at the shop. Marked with a gear icon on the map.

Collect upgrades to become more powerful by seeing the guy with the wrench on the map or by completing challenges (marked with a sword).

The star marker means there is a reward at that location. A reward could be scrap, bombs, or a survivor.

Click on stations on the map to visit them. You can only visit stations that are next to ones you've visited before.

To win the game you need to survive the difficult boss encounter marked with a skull on the map.

R will restart your run. So be careful!

StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJet Simon
GenreAction, Simulation
Made withUnity
Tags2D, Roguelike, Roguelite, Singleplayer

Comments

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I liked it fine, but it quickly ran out of content. So far the clicking has a nice rythm to it. The levels are about the right lenght for me, wich I think is important, since repeated clicking is not something you want to require for long stretches. As it currently stands, I have difficulty recognizing the inspirations you listed back into the game. I don't see any of the crew management and ship building I associate with FTL. Similarly, I don't see the truly mass waves and character building from Vampire Survivors, and I don't really see the aiming/dodging and astetics of Binding of Isaac. Only the beginning of Binding's item system.

The game looks like a good starting point, and I hope you can built a lot on top of it.

I wrote down some things I noticed while playing:

The metro map, together with the you are here button gives the impression of parrallel paths, instead of a level select screen you can go back on.

The grener zombies feel unfair, as there is about 50/50 that your curser gets slowed and seemingly disabled, regardless of how you play.

The bomb feels underwhelming, since it being a resource I expect it to be impactful. The timer means you need to predict before hand when you get overwhelmed, and far too ofter the bomb goes off after the zombies have reached your cart.

The focus ability seems rather useless. Maybe it can be powerfull later, once you have many people, but when you start it does functionally nothing. What use is it to direct my one shooter who will maybe shoot every eight times I can click.

At 500 scraps, my human seem not worth it. Especially since the first run I got two humans in a row. My second run now has had roughly six non-humnas in a row, getting me up to 345 scrap, which was not enough to buy in the shop.

Twice now the shop had two instances of heal 3, while I was full health, limiting me to only one usefull item.

I did not expect the bomb arrow to reduce my damage after damage increasing pills. The curser also let's you blow zombies down the screen, forcing you to wait for them to slowly get back to hit them again.

I also don't know what the handbook does.

Some minor graphical things:

During one level the damage numbers after clicking did not match the location I clicked. It looked like the click cordinates and the draw coordinates were stretched from the centre.

Sometimes the countdown timer gets below zero for one frame. This is noticable, since the appearance of the minus sign makes the text jump.

There are some laying issues with the pressent and one of the zombie types, as his head stays on top, but his body moves behind.

Thanks for the feedback. I will try to rebalance/fix the bugs you mentioned tonight.

You can hold the mouse button down to autoclick.

(+1)

Nice tiny game, I like it! Many different objects and randomized maps work great and make me wanna replay to explore more things. I'm waiting for more types of enemies and other content :)

It would be cool if you add some delay between cleaning the level and appearing of reward. Sometimes I misclicked on reward or "Skip" button because I was dealing with a zombie in that area.

Also, when I got rewards, it wasn't clear to me that I should click exactly on the reward to get it. Usually, rewards are auto-picked up in other games. But I see that in this game you should decide if you want it or not because sometimes it replaces what you have (like different cursors). And I thought "Skip" meant auto-collecting the thing and going to the next screen. For me, it would be helpful to have "Collect" and "Skip" buttons to quickly realize, that I can choose.

(+1)

Thank you for the detailed feedback. I will take it into account and make a fix.

(1 edit)

Fun! But a bit too easy, usually you don't even have to use bombs, even on boss, to win. God cursor seems like a dps nerf.

(+1)

Feedback noted. I will push a fix later :)