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Combat / Devlog 02

Zombra combat: sledgehammers and destructible scenery

Attacks in Zombra leave marks on enemies and the city. Tonhão’s sledgehammer shows combat up close, while gunfire can break hydrants and turn cars into new hazards.

Willian · Creator of ZOMBRA2 min read

Tonhão’s sledgehammer in close combat

The sledgehammer is exclusive to the Brawler and unlocks at class level 30. Tonhão represents that role in Zombra’s squad. Its attacks are slow, but can stun and push back several nearby targets. To use it, you need to approach the horde and watch enemies around your survivor.

The impact combines the swing animation, the target’s reaction and the sound of the hit. A brief pause marks stronger contacts before the action continues. You can follow the result of an attack while looking for the next target and checking your exit.

A city that reacts to attacks

Gunfire can also hit objects in the environment. A damaged hydrant can lose its cap and release a jet of water. Cars take damage, trigger their alarms, catch fire and can explode. During a fight, attacks can change the street around you.

That means looking beyond the zombies in front of you. A burning vehicle becomes part of the danger in that area. When choosing where to fight, watch nearby objects and the route you intend to use next. The scenery takes part in the match, with visible consequences when attacks reach it.

Reading a hit and the next threat

Blood, movement and audio help identify the moment a weapon connects. The pixel art lets you follow your survivor and nearby enemies while their reactions show the result of combat. A strong hit responds differently from an attack that did not reach its target.

As the horde advances, recognizing that result helps you decide whether to attack again or change position. You still need to aim, judge distance and leave an exit. The impact shows what happened; enemies that survived still demand your attention.

Weapons and survival strategies

Zombra includes melee weapons, pistols, shotguns, automatic firearms, explosives and traps. Its arsenal presents damage, range, fire rate and capacity so you can compare your options. Each class also has exclusive weapons and its own talents.

The zombie survival game is in development, with solo play and online co-op for up to four players. Your weapon choice changes how you approach combat: fight up close, keep your distance or prepare an area while accounting for the horde and the city’s hazards.

Video transcript in Portuguese

Read the original narration

Marretada ou carinho? Agora olha essa!

Tô construindo o Zombra. O Tonhão bate primeiro e pergunta depois. Eu fico ajustando os detalhes pra cada pancada ter peso.

Esse congelamento rapidinho é o hitstop. Não é travamento: é uma pausa no impacto pra você sentir que o golpe conectou.

A câmera dá um tranco curto. Se tremer o tempo todo, ninguém enxerga nada. A marreta tem peso. A câmera precisa ter juízo.

Agora entra o som: metal, pancada e aquela cauda grave. A mesma arma parece outra. E quando entra a bazuca... acabou a reunião!

O cenário também responde. Acertou o hidrante? Voa a tampa e jorra água. Eu queria uma cidade que reagisse. Ganhei uma conta de encanador.

E esse carro? Ele toma dano, dispara o alarme, pega fogo... e pode explodir. Agora eu tenho zumbi, trânsito e problema com a seguradora.

Na arte, uso luz e sombra pra destacar as formas. No impacto, junto animação, pausa, câmera e som. O desafio é fazer bagunça sem esconder o jogador.

Qual detalhe você sentiu mais: pausa, câmera ou som? Segue o Zombra pra ver o jogo tomando forma. Mais em zombra ponto online!

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