Doz Zombie is a game centred around two quintessentially Australian concepts: balding middle aged men, and gun fights with green people. The union of these two philosophical concepts resulted in the metaphysical centipede simulator known temporally as Doz Zombie. The game aesthetically takes inspiration from Salvador Dali, Soulja Boy, Vincent Van Gough, and the Masov-Revacholian economic systems theorised by Lemark Christian.
The gameplay aims to accurately represent the feelings, themes, aesthetics, emotional beats, gameplay, Adrien Brody, and multitude of legs present in the subconscious of a late 40s balding man. To this end, several landmark features were included, including the inclusion of an inclusive inclusion in the form of WASD. Doz, our Neo-Soviet archetypal hero, is able to exude his ego in the form of “bullets” by pressing left click. He can only do this after picking up the entirely symbolistic “gun”, which represents the main character of 1971 film Straw Dogs played by Dustin Hoffman.
Narratively, Doz Zombie follows the hero’s journey formula first established by the visionary of Japanese new wave body horror cinema Thom Yorke, director of such great films as Ichi the Killer, Tetsuo the Iron Man, and Fantastic Four (2015).
Zack Snyder once said “Avoid siege warfare”. We adopted this philosophy during the design process, adopting an attitude that we should not Sisyphus ourselves endlessly toiling on new gameplay mechanics manifesting as feature creep. To this end, we limited ourselves to a few effective functions deemed sacrosanct, and a few other things that just seemed kinda cool. These pivotal timeline anchor features were:
1. A game
2. Baldness
3. Zombies
Everything else was not necessary for the game to be complete. Imagery was created to match these mechanics, forming a digital flesh used to wrap the skeleton of the onomantic digits.
Never forget what Zack Snyder said.
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