I'm sorry, but I think the game still needs a lot of polishing.
First off, the mouse. It's impossible to tell in advance when the game will register a click and when it won't. This makes the game artificially difficult since you can click a zombie five times without firing a single shot - and it creates an image of poor workmanship. The game can be as hard as it wants but unresponsive controls are a big no-no.
The flaky mouse support is especially problematic since a single zombie can drain 100% off your health in about two or three seconds so when you enter the hospital you either have about thirty health packs left or you die within the five seconds it takes the game to register you want to attack the zombies currently eating you. Again, tough spots are okay but they should be tough due to the level design, not due to technical issues.
Secondly, the loading times. This kind of game shouldn't have any, yet there are noticeable freezes when leaving a house.
Thirdly, the music. Yes, it does remind one of the old home computers of yore but it is a bit too monotonous and loops too quickly. A longer tune or a randomly played selection of tunes might benefit the game. Also, you should try to include more than one sound effect for zombie moans; hearing the same sound effect over and over is bad for immersion.
Fourthly, you should at least explain what the icons at the top are. What's that oil barrel for? And that yellow toast-like thing? Is there even a way to use them in the game?
Oh, and also the screen should scroll earlier (that is, the protagonist should be closer towards the center of the screen when it scrolls). The way it is now, you need to constantly aim near the window border in order to hit zombies before they can attack you, which can lead to the player occasionally clicking outside the window by accident.
All testing was done on OS X.
Thank you for the feedback, it is very helpful. Those are a lot of good points.
First off, the input support. The biggest reason that I can point to as to why this behaves the way that it does is that I had done a re-write of the game with a focus on using a gamepad as input. When I did that, whenever you fired it would spray a stream of bullets or would constantly be using the axe. So, i added a delay. I agree it's not the best way to do it, and this is something that I will try to fix for the pandora version. (Should be easier to deal with on the pandora since there will only be one input method.)
Load times are a bit more difficult. It has to do with how everything is drawn, spawning enimies and memory management. To accomplish a long ribbon background, I wrote a tile manager, a few brick sprites and a text file to describe the level. Since I don't want all that stuff in memory whenever you leave the main street, I nulled out that area, and rebuilt it when you go back to the street. The indoor areas are all single background images, so the load times are a lot shorter. Graphics is not really my area, and since I don't really have any help on this project, for now, I am not going to make any promises of improvement here. We'll see what happens. The biggest issue here is that the text file is how I know where to put the doors. If it's just a flat image, I'd have to figure that out by hand. I am hoping that some optimization will cut down on load times.
Music is something that I want to update. However, longer songs mean larger files, which mean more memory usage. I am loading wav files right now, the main wav that is being used is 13MB. I *might* be able to rewrite this to use midi's, and maybe get my brother to re-do the music. I totally agree about the zombie moans, after a month and a half of testing, I drove my fiancee a bit nuts with the audio.
As for the other items, well, there are several features that I wrote into the game, but which aren't used in the first level. There are some things that I am pretty excited about adding to future levels, such as a radio and survivors. The oil barrel thing is a battery (yes, I know it looks terrible, and I'm going to re-draw it). The 'toast' thing is a sandwich. I also have code written to have survivors that will appear in different levels for you to rescue. The radio will be for giving the player goals and hints, if he has enough batteries. I'd like to add some menu options to the start screen to bring you to screens that would explain this better, but that requires more time and effort than I have right now, and is a bit lower on the priority list.
The screen-scrolling issue is something that I was thinking about the other day. Yes, it's something that I want to fix, but it would require re-writing certain things and possibly breaking some stuff. So, that will be something to do for when I move it over to the Pandora.
Finally, there is a general storyline that I have in mind for this game, and a couple more features to be added. I also plan on drawing two more types of zombies, and a survivor or two. The starting point will be changed a lot, as that has to do with a critical plot-point.
Again, thank you for your critisisms. I really want to be able to deliver a nice, fun, enjoyable game for the pandora, so I will do my best to fix all of these issues.