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Top-down zombie survival game built with pygame.

Project description

Zombie Escape

The city is overrun with zombies! You fled the horde, taking refuge in an abandoned factory.

Inside, it's a maze. They won't get in easily. But you have no weapons. Night has fallen. The power's out, plunging the factory into darkness.

Your only tool: a single flashlight. A car... somewhere inside... it's your only hope.

Pierce the darkness and find the car! Then, escape this nightmare city!

Overview

This game is a simple 2D top-down action game where the player aims to escape by finding and driving a car out of a large building infested with zombies. The player must evade zombies, break through walls to find a path, and then escape the building in a car.

Controls

  • Player/Car Movement: W / (Up), A / (Left), S / (Down), D / (Right)
  • Enter Car: Overlap the player with the car.
  • Quit Game: ESC key
  • Restart: R key (on Game Over/Clear screen)
  • Window Scale (title/settings only): [ to shrink, ] to enlarge

Settings (Title Screen)

Open Settings from the title to toggle gameplay assists:

  • Footprints: Leave breadcrumb trails so you can backtrack in the dark.
  • Fast zombies: Allow faster zombie variants; each zombie rolls a random speed between the normal and fast ranges.
  • Car hint: After a delay, show a small triangle pointing toward the fuel (Stage 2 before pickup) or the car.
  • Flashlight pickups: Enable flashlight spawns that expand your visible radius when collected.
  • Steel beams: Adds tougher single-cell obstacles (5% density) that block movement; hidden when stacked with an inner wall until that wall is destroyed.

Game Rules

Stages

At the title screen you can pick a stage:

  • Stage 1: Find the Car — locate the car and drive out.
  • Stage 2: Fuel Run — find a fuel can first, pick it up, then find the car and escape.
  • Stage 3: Rescue Buddy — find your stranded buddy, grab fuel, pick them up with the car, then escape together.

An objective reminder is shown at the top-left during play.

Characters/Items

  • Player: A blue circle. Controlled with the WASD or arrow keys.
  • Zombie: A red circle. Will chase the player (or car) once detected.
    • When out of sight, the zombie's movement mode will randomly switch every certain time (moving horizontally/vertically only, side-to-side movement, random movement, etc.).
  • Car: A yellow rectangle. The player can enter by making contact with it.
    • The car has durability. Durability decreases when colliding with internal walls or hitting zombies.
    • If durability reaches 0, the car is destroyed, and the player is ejected.
    • When the car is destroyed, a new car will respawn at a random location within the stage.
    • After roughly 5 minutes of play, a small triangle near the player points toward the objective: fuel first (Stage 2 before pickup), car after fuel is collected (Stage 2), or car directly (Stage 1).
  • Walls: Outer walls are gray; inner walls are beige.
    • Outer Walls: Walls surrounding the stage that are nearly indestructible. Each side has at least three openings (exits).
    • Inner Walls: Beige walls randomly placed inside the building. Inner wall segments each have durability. The player can break these walls by repeatedly colliding with a segment to reduce its durability; when it reaches 0, the segment is destroyed and disappears. The car cannot break walls.
  • Flashlight: Picking one up boosts your visible radius by 35%.
  • Steel Beam (optional): A square post with crossed diagonals; same collision as inner walls but with triple durability. Spawns independently of inner walls (may overlap them). If an inner wall covers a beam, the beam appears once the wall is destroyed.
  • Fuel Can (Stage 2): A yellow jerrycan. Pick it up before driving the car.
  • Buddy (Stage 3): A green circle survivor who spawns somewhere in the building and waits.
    • Zombies only choose to pursue the buddy if they are on-screen; otherwise they ignore them.
    • If a zombie tags the buddy off-screen, the buddy quietly respawns somewhere else instead of ending the run.
    • Touch the buddy on foot to make them follow you (at 70% of player speed). Touch them while driving to pick them up.

Win/Lose Conditions

  • Win Condition: Escape the stage (level) boundaries while inside the car.
    • Stage 2 also requires that you have collected the fuel can before driving out.
    • Stage 3 requires both fuel and having picked up your buddy with the car before driving out.
  • Lose Condition:
    • The player is touched by a zombie while not inside a car.
    • In Stage 3, if your buddy is caught (when visible), it's game over.
    • (Note: In the current implementation, the game does not end immediately when the car is destroyed. The player can search for another car and continue trying to escape.)

How to Run

Requirements: Python 3.10 or higher

Install using pipx:

pipx install zombie-escape

Alternatively, you can install using pip in a virtual environment:

pip install zombie-escape

Launch using the following command line:

zombie-escape

License

This project is licensed under the MIT License - see the LICENSE.txt file for details.

The bundled Silkscreen-Regular.ttf font follows the license terms of its original distribution. Please refer to the upstream website for details: https://fonts.google.com/specimen/Silkscreen

The bundled misaki_gothic.ttf font (Misaki font by Num Kadoma) follows the license terms provided by Little Limit. Please refer to the official site for details: https://littlelimit.net/misaki.htm

Acknowledgements

Significant assistance for many technical implementation and documentation aspects of this game's development was received from Google's large language model, Gemini (accessed during development), and from OpenAI's GPT-5. This included generating Python/Pygame code, suggesting rule adjustments, providing debugging support, and creating this README. Their rapid coding capabilities and contributions to problem-solving are greatly appreciated.

Thanks to Jason Kottke, the author of the Silkscreen-Regular.ttf font used in the game. Thanks to Num Kadoma, the author of the Misaki font (misaki_gothic.ttf) distributed via Little Limit.

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