Info about They Are Coming:

Official game description:
**They Are Coming is a hybrid game that combines roguelike, tower defense, and base building in a side-scrolling shooter format. It offers a straightforward gaming experience for pure enjoyment.**
Gameplay
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In the "Defense" mode, you are a post-apocalyptic survivor, returning to the orphanage where you grew up. With the responsibility of safeguarding your younger siblings, you must be willing to give it your all, erecting a formidable defense to prevent your hometown from transforming into another undead wasteland.  
Faced with an ever-increasing horde of zombies every day, you are fortunate that the orphanage has left behind an incredible arsenal of weapons and tools to empower you in your battle against these relentless foes. However, you must purchase these vital supplies from the administrator. Armed with your acquired weaponry and tools, you embark on the grim task of systematically slaughtering wave after wave of zombies.  
In the "Playground" mode, you can play with unlocked in-game items without the looming threat of death. This allows you to assume the role of an omnipotent creator, crafting defenses against the very zombies that have claimed your life countless times. It's a unique opportunity to experiment, strategize, and turn the tables on these persistent adversaries, or just for fun.
You will enjoy this game with
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*   Simple mechanism  
*   Zombie Shooting  
*   Base building  
*   Firearms  
*   Melee Weapons  
*   Ragdoll Physics  
*   Bloody Kills  
*   Custom Playground
You will hate this game with
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*   Lost everything when you dead

Release date: Oct 30, 2023

Categories: Tower Defense, Side-scrolling Shooter, Base Building, Roguelike, Zombie Survival, Wave-based Survival, Casual, Single-player


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $1.99 - $2.99
  - Reasoning: Positive reviewers explicitly say the game is worth the current price and worth every cent, supporting a fair base price near $2.99. One critical reviewer calls 15 RMB (about $2.07) a very reasonable price, giving a lower anchor around $2.00, while another says even 12 RMB (about $1.65) is not justified by the content, showing downward price pressure. The community fair base-game range is therefore roughly $1.99 to $2.99, with the current $2.99 at the upper end of acceptability.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 2.0h
  - Endgame: N/A
  - Reasoning: The only clearly supported metric is sessionLength. The translated Japanese review reports a first-play run lasting about 2 hours, the Spanish review reports being hooked for 4 hours in one sitting, and the German review suggests a short half-hour session is useful. These point to a typical session length of roughly 2 hours, though individual sessions vary from about 0.5 to 4 hours. No review provides a clear hour count for completing the game, finishing a story, or reaching a defined endgame phase, so those metrics are null.
- Time-to-fun:
  - Summary: Players often find the game immediately enjoyable or addictive, but many report it becomes repetitive and boring. No clear unlock event marks a delayed start to enjoyment.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: N/A
  - Unlock drivers: N/A
  - Conditions: Liking tower defense zombie shooting; Late game
- Player Archetypes:
  - Nostalgic Mobile/Flash Casual (buy)
    - Motivation: Reliving nostalgic Flash/mobile zombie-defense fun at a low price.
    - Playstyle: Casual side-scrolling zombie tower defense in short sessions, often starting on mobile and sometimes moving to PC.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: The Last Stand
  - Co-op Sandbox Chaos Seeker (buy)
    - Motivation: Creating shared multiplayer/sandbox chaos with friends or siblings.
    - Playstyle: Wants co-op and playground/sandbox modes for group mayhem; currently plays the solo content and imagines more social options.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Tower Defense/Zombie Genre Enthusiast (buy)
    - Motivation: Satisfying a specific tower-defense and zombie-shooting genre itch.
    - Playstyle: Builds defenses, fights zombie waves, and looks for more depth such as swappable ammo types and weapon options.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: The Last Stand
  - Bargain Short-Session Time-Killer (sale)
    - Motivation: Cheap, low-commitment entertainment for daily or fragmented play sessions.
    - Playstyle: Plays in short bursts as a time-killer, values low price and simple pick-up-and-play action, and does not expect long-term depth.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Fun and addictive gameplay (weight 0.73): Players consistently describe the game as fun, entertaining, and addictive, making it ideal for passing time. The simple and intuitive gameplay keeps them engaged.
- Weapons are fun and varied (weight 0.31): Players appreciate the rich variety of weapons, noting that all weapons work wonderfully and are enjoyable to use. The arsenal is both large and balanced.
- Great casual time-killer (weight 0.26): Many reviewers describe the game as an excellent way to kill time casually. It offers simple, mindless fun that is easy to pick up.
- Strong early game experience (weight 0.16): The early phase of the game is highlighted as particularly fun and engaging. Players enjoy the initial progression before the experience may change.
- Satisfying zombie-slaying action (weight 0.14): The core action of mowing down zombies with guns is repeatedly called fun and satisfying. Players enjoy the thrill of slaying zombies.
- Incredible and exquisite game (weight 0.12): Some players use strong praise such as incredible, exquisite, and awesome to describe the overall game experience.
- Okay on PC (weight 0.11): The PC version is considered quite okay and plays a bit easier than on phone, though it isn't described as exceptional.
- Simple concept, genuinely great (weight 0.09): The game's simple concept is praised as genuinely great and really fun. Its straightforward design is a key strength.
- Favorite and best zombie game (weight 0.09): For some reviewers, this is their favorite game and they consider it the best zombie game available. It holds a special place in their gaming library.

Common complaints:
- Late game becomes boring (weight 0.38): Players report that the later stages of the game become repetitive and lack new mechanics or monsters, making it boring. This is a common complaint across multiple clusters.
- Tower defense is poorly implemented (weight 0.23): The tower defense aspect is criticized as practically non-existent, with limited strategic elements and expensive, impractical defenses. Players feel it lacks depth.
- Content is too limited (weight 0.17): There is too little content, leading to boredom and easy repetition. Players feel the game lacks variety and depth.
- Weapon balance is poor (weight 0.17): Weapon damage values are poorly balanced, and some weapons cannot penetrate armor. This affects gameplay fairness and enjoyment.
- Zombies become too tanky (weight 0.17): Zombies progressively gain armor and shields, making them difficult to kill. This scaling can make the game frustrating.
- Few enemy types (weight 0.17): There are too few enemy types, leading to boredom after a few runs. This is especially problematic given the high wave count.
- Money earning is too slow (weight 0.14): Money earned is very low, making progression slow and frustrating. Players feel the time invested does not yield sufficient rewards.
- No fullscreen option available (weight 0.12): Players note the absence of a fullscreen mode, which may affect the gaming experience. This is a minor but consistent issue.
- Progression feels unrewarding (weight 0.1): As days and zombie counts increase, money earned stays the same, making progression feel stagnant. Players feel their efforts are not rewarded.
- Roguelike elements are minimal (weight 0.1): The roguelike aspect is just restarting after death with no randomness, which players find disappointing. It lacks the variety expected from roguelikes.
- Mobile version offers more value (weight 0.09): The mobile version is free and includes a premium purchase not available in this version, leading to complaints about lack of improvements. This makes the paid version seem less worthwhile.
- Lack of multiplayer and achievements (weight 0.09): The game has no multiplayer, cards, or achievements, making it purely single-player. This limits replayability and social features.
- Cannot sell purchased weapons (weight 0.09): Players are unable to sell weapons they bought, which limits inventory management. This is a common request for improvement.

Gameplay feedback:
- Zombie horde survival gameplay (weight 0.48): The core loop centers on fighting escalating waves of zombies with modern weapons. Players mow down hordes and survive as long as possible across days.
- Large weapon arsenal variety (weight 0.42): The game offers a wide variety of weapons and equipment that players find numerous and fun to use. Variety is a frequently praised strength.
- Zombie survival with leaderboard (weight 0.32): The goal is to survive as many days as possible, with a leaderboard tracking performance. The game is a 2D zombie survival defense shooter.
- Day-based wave progression (weight 0.29): Progression is structured around days, with difficulty and zombie counts increasing over time. Certain days act as milestones, including a death day around Day 32.
- Economy and weapon purchasing (weight 0.26): An in-game economy uses gold and money to buy weapons and equipment. Money is earned slowly and saved up for purchases.
- Base defense and building (weight 0.22): Players build and fortify a base, deciding whether to invest in weapons or defenses. Traps and turrets support defensive strategies.
- Armor penetration weapon stat (weight 0.2): Weapons feature stats such as penetration, magazine size, power, and price. Armor penetration determines effectiveness against shields and helmets.
- Two distinct game modes (weight 0.16): The game includes two modes, one of which is a sandbox or playground mode. This adds replayability beyond the main survival loop.
- Varied enemy zombie types (weight 0.16): Later stages introduce armored zombies, shield zombies, and muscle zombies. Shield and fully armored types appear in the late game.
- Weapon carry and switch system (weight 0.15): Players can carry and switch between two weapons during combat. Weapon selection is a meaningful gameplay element.
- Early and late stage progression (weight 0.09): The game has distinct early and late game phases with changing challenges. Progression includes early stages that ramp into more intense late-game content.
- Tower defense elements included (weight 0.09): Tower defense mechanics are mixed into the survival gameplay. This adds strategic placement and defense layers.
- Upgrades like shears and kick (weight 0.08): Specific upgrades include improved garden shears and a kick upgrade. These are purchasable enhancements within the progression system.
- Gold purchasing after saving (weight 0.08): After saving enough money, players can buy gold, after which shopping uses only gold. This adds a currency conversion layer to the economy.
- Early access state (weight 0.08): The game is currently in early access. This indicates ongoing development and potential for changes.

Performance notes:
- Runs on weak hardware (weight 0.18): Multiple clusters indicate the game is lightweight and can run on very weak or low-end hardware, including a calculator and a 2005 laptop.
- Stuttering during zombie hordes (weight 0.1): Performance issues such as lag and stuttering occur when many zombies and gore effects appear at once.
- Stable on Linux (weight 0.1): The game is reported to be very stable on Linux with no crashes or issues, and no performance problems on the reviewer's main PC despite both devices running Linux.
- Screen shake on shots (weight 0.05): Players mention that there is screen shake with every shot.

Recommendations:
- Great value for low price (weight 0.52): Many reviewers highlight the extremely low price as the main reason the game is worth buying. It is often described as cheap, dirt cheap, or worth every cent for the hours of fun it provides.
- Not worth buying currently (weight 0.29): Several reviewers state the game is not worth purchasing in its current state, even at a discount. Concerns include lack of updates, unfinished release, and poor controls.
- Good for casual short sessions (weight 0.28): Many describe it as a fun little game for light play, suitable for daily casual pastime or short breaks. It is recommended for quick sessions, such as on a plane or when bored, but not for long-term play.
- High overall recommendation scores (weight 0.26): Some players give very high ratings such as 10/10 or 9/10 and strongly recommend the game to others. Others simply say it is worth a play or highly recommend it.
- Hit impact and gear strategies (weight 0.24): Some players find the hit impact satisfying enough to justify the purchase. Others share strategies like buying a double barrel early, using slow stacking with RPG, or saving for specific weapons.
- Free mobile version recommended (weight 0.2): Multiple players suggest trying the free mobile version first, especially if unsure about the game. Some note that the PC version does not include premium features and recommend buying premium on mobile instead.
- Fans of 2D zombie action (weight 0.17): Reviewers recommend the game specifically for fans of 2D action and zombies, as well as those who enjoy games like The Last Stand. It appeals to players who like blowing zombies to pieces.
- Not recommended for everyone (weight 0.12): A few reviewers simply state they do not recommend the game. This includes those who find it not worth it unless free or who advise against buying it.
- Cheap mindless fun for boredom (weight 0.12): Some describe the game as a cheap, mindless game to play when you don't know what else to play. It serves as a low-commitment distraction.
- Not for click-averse players (weight 0.09): The game involves rapid clicking, which may cause finger pain. One reviewer specifically does not recommend it for those who dislike rapid clicking, and another suggests using right middle click to avoid pain.
- Good mobile port to Steam (weight 0.05): At least one reviewer recommends the game as a good mobile port to Steam. This suggests the PC version successfully brings the mobile experience to a new platform.
- Tower defense building fans (weight 0.05): The game is recommended for fans of tower defense building. This niche appeal is highlighted by a reviewer who enjoys that aspect.
- Support creator by paying (weight 0.05): Some reviewers recommend paying to support the creator, even though a free mobile version exists. This is a way to show appreciation for the game.
- Recommend to acquaintances and friends (weight 0.05): Some players would recommend the game to acquaintances or friends. This indicates a level of satisfaction that leads to word-of-mouth promotion.
- Positive despite content amount (weight 0.05): One reviewer gives a positive review despite the amount of content. This indicates that the game's quality outweighs any lack of content.
- Mixed feelings, more no than yes (weight 0.05): At least one reviewer leans towards not recommending the game for now. This reflects uncertainty or dissatisfaction with the current state.
- Clone humans to preserve wealth (weight 0.05): One strategy recommends buying clone humans to preserve wealth and weapons upon death. This tip is aimed at players looking to optimize their progression.
- Avoid PIR-L3 OC purchase (weight 0.05): One reviewer warns against buying PIR-L3 OC unless competing on the leaderboard, as it ruins the game experience. This specific item may negatively impact enjoyment for casual players.
- Enjoyable for suffering enthusiasts (weight 0.05): One reviewer recommends the game for players who enjoy suffering. This suggests the game can be challenging or frustrating in a way that some find appealing.

Other player notes:
- Mobile Version Origins (weight 0.4): Feedback repeatedly notes that the game is a port of a free or ad-supported mobile title originally released on phones. Reviewers often mention the mobile version had premium content, ads, or separate monetization that differs from the Steam release.
- Comparisons to Other Games (weight 0.29): The game is compared to The Last Stand, Flash games, DoorKickers, StarCraft, and Flat zombie Cleanup Defense. These comparisons highlight similar survival or tower-defense mechanics and nostalgic appeal.
- Low Price Point (weight 0.29): The game is frequently described as very cheap, sold for a few dollars, less than a coffee, or a good value especially during sales. Reviewers note the low price improves perceived value despite a short completion time.
- Desire for More Updates (weight 0.28): Multiple clusters express hope for continued development, more updates, and additional content. Some reviewers note a long gap without updates or uncertainty about future support.
- PC Version Missing Content (weight 0.26): Multiple clusters state the PC version lacks premium content, weapons, or updates already present in the mobile version. Some reviewers feel the PC release is abandoned or a separate build with less content.
- Early Access and Incompleteness (weight 0.23): Several clusters mention the game is in early access, unfinished, or not properly released. Reviewers also note missing features such as base building or roguelike elements that were promised.
- Developer Community Engagement (weight 0.22): Reviewers mention the developer communicates with players, runs a Discord for suggestions, and continues supporting the game despite doubts. This involvement is seen positively and contrasts with abandonment fears.
- Platform Availability (weight 0.21): The game is available on Steam, PC, mobile phones, iPhone, and Linux. Reviewers note it can be played without Wi-Fi and has very low system requirements.
- Localization Quality Issues (weight 0.19): Portuguese and Chinese language support are noted, but Japanese localization is machine translated. The translation appears human-made but contains literal translations and typos, and the Steam page omits Portuguese support.
- Mobile Nostalgia and Prior Play (weight 0.16): Some reviewers previously played the game on mobile as a child, on school iPads, or through unblocked game sites. This prior experience motivates purchases or interest in the Steam version.
- Monetization and Ads (weight 0.14): The mobile version may have payment channels, ad-reward gold systems, or a free version with ads. A paid no-ads option exists, and Google Games beta offered free double money.
- Port Criticism and Value Concerns (weight 0.12): A subset of feedback criticizes the game as a copy-paste of a free mobile version with ads removed, arguing it should not cost money. Others feel the price is a bit high for the content offered.
- Art and Visual Style (weight 0.12): Reviewers praise the art style as beautiful, detailed, and pixel art. Gore effects are also mentioned as part of the visual presentation.
- Steam Version Advantages (weight 0.11): The Steam version lets reviewers play without mobile restrictions, but it lacks Steam Workshop support. Some wanted a similar game for PC rather than a mobile port.
- Grind and Unlock Requirements (weight 0.11): Unlocking all weapons in sandbox mode requires spending money and time. The difficulty span is large, and strategies for survival vary with no single correct way to play.
- Mixed Sentiment and Disappointment (weight 0.11): Some reviewers bought the game on Steam and were very disappointed, while others bought it to support the developer. It received a 6.5 out of 10 rating, described as average.
- Requests for Additional Modes (weight 0.1): Reviewers would pay more for extra features like alternate game modes, challenges, and achievements. They also hope for more roguelike elements, more modes, and more zombies.
- Unique Discovery and Popularity (weight 0.1): The game was discovered through a Bilibili mini-game and is mentioned as popular in a high school class. A version is also available on PlayHop.
- Addictive Gameplay Loop (weight 0.09): Even in early access, the gameplay loop is described as addictive. The game is seen as a casual zombie dismemberment or idle-time entertainment.

Emotions:
- Frustration (weight 0.2): The game's tight economy and slow income make progress feel impossible, with weapons and defenses costing far more than players can earn. Combat is undermined by overpowered enemies, unreliable weapons, uncancelable reload animations, and poor tower defense mechanics, while bugs, missing settings, and performance issues add further obstacles.
- Disappointment (weight 0.16): Players expected more from the PC release but found it largely unchanged from the mobile version, missing content and features like fullscreen mode, workshop support, and updates. The game becomes repetitive and boring quickly, with shallow progression, limited weapon and enemy variety, and late-game equipment that fails against armored zombies.
- Enjoyment (weight 0.1): The core zombie-killing loop is simple, addictive, and satisfying, with good shooting feel and impactful weapon effects. Players enjoy the early game, the power fantasy of late-game firepower, and the tactical mix of base fortification and weapon choices.
- Boredom (weight 0.1): Repetitive late-game content, limited enemy variety, and a lack of meaningful progression make the game tedious after only a few hours. Overpowered weapons trivialize combat, while the grind and endless waves offer no new mechanics or variation to sustain interest.
- Satisfaction (weight 0.1): Players find satisfaction in the tight pacing, resource management, and the feeling of growing stronger against zombie hordes. The gory combat, varied weapons, and efficient strategies that allow reaching final gear quickly contribute to a rewarding experience.
- Excitement (weight 0.03): The addictive gameplay loop, rich weapon variety, and SimCity-style base building create excitement. Players become hooked for hours and look forward to seeing the game continue to develop.
- Happiness (weight 0.03): Being able to play the game on Steam after discovering it on mobile brings joy, especially seeing the Steam icon and finally having it on the platform. The game's fun gameplay and graphics also contribute to the happy experience.
- Annoyance (weight 0.03): Annoyances stem from poorly spaced concrete barriers that let zombies slip through, ineffective weapons against shield zombies, and short building times that render traps useless. Low income forces meta weapon choices, and bugs can block progress.
- Anger (weight 0.02): Anger arises from the developer banning a player from the leaderboard, and from an economy that fails to scale with increasingly armored zombie waves, causing deaths just before affording a gun. Being charged more than double the mobile price while receiving half the in-game money also fuels anger.
- Hope (weight 0.02): The game's early access status and ongoing updates give players hope that it will continue to evolve and improve over time.
- Relaxation (weight 0.02): The mindless clicking, weapon usage, and watching zombies surge and fall provide a stress-relieving and relaxing experience.
- Enthusiasm (weight 0.01): Players are enthusiastic about the game's sharp, stamina-demanding nature and the endless fun and high replay value it offers.
- Interest (weight 0.01): Interest is sparked by discovering the game through a Bilibili mini-game and finding it fun initially.
- Admiration (weight 0.01): Players admire the developers for their continued support and respect those who reach hundreds of days in the game.
- Desire (weight 0.01): Players desire to turn off their brain and just play, to enjoy multiplayer with friends and siblings, and to see additional locations and online play added.
- Emptiness (weight 0.01): Dying in the game, especially after hours of play, leaves players feeling empty.
- Dissatisfaction (weight 0.01): Dissatisfaction comes from the price being a bit high, issues with the Steam ranking function, a lack of fundamental fun, and missing features like fullscreen mode and control options.
- Addiction (weight 0.01): The simple yet addictive zombie shooting loop makes time disappear and pulls players back just 30 minutes after dying.
- Pain (weight 0.01): The semi-automatic mode's requirement for rapid clicking causes physical pain.
- Monotony (weight 0.01): The game becomes monotonous in later days due to repetitive gameplay.}