Thanks for your feedback. It's just pre-alpha or prototype, so final game play will not resembles this. There is no achievement or real cause to play the game for now, we will introduce some cause or mission for our final game. And yes, it started as a mobile game, but then things got complicated.
1. Zombie overuse is just temporary.
2. Variable is planned, but didn't have much time to implement.
3. I watched the video, I tried to implement a few, will add more of it.
4. Explosions were added very last minute, also I yet to learn more about flxEmitter.
5. We also didn't like the UI, but lack of time.
6. I have also noticed the lack in consistency in some of the stuffs, will work on it.
7. The whole of pause things are added just before submitting, I took code from Flxsubstate demo, and kinda hack it
8. And grenades, I was having difficulty understanding flxEmmiter object, usually I am used to box2d, there you can apply force, but there is no force in flixel, or could not find and alternative, probably should have asked in forum.
9. Buttons are too done in last minute.
10. Silly me, thought "ESC" would work as recognizing escape, gonna fix it in next update.
11. I have noticed the cloud problem, though I have set clouds scrollfactor to 0, yet it was seem as it was pausing, will look further into it.
12. Zombies are very dumb right now, they fall from gaps, that's why I had to makeup for the fallen or stuck zombie, that's why this temporary hack. I yet have to know how to read data from loaded map, in a given position or coordinate, so that I know where there is a big gap or a wall, but reading from the tile.
Thanks for you feedback, it meant a lot. Lot of things are done with quick hacks and because of lack of knowledge of flixel, but I am working my way through this.