Made it to wave 9 first time and wave 13 the second. It's a cool game! Great for getting a zombie-survival-action-roguelike fix when you haven't got long to play.
The only thing which wasn't clear was the mystery boxes. The one in the first room seems to work but none of the others do... they're a darker grey colour, like they haven't been activated or something? Probably something obvious I missed but it was the only game mechanic I wasn't clear about. It'd be nice if the game told you how much something will cost (opening a door, activating a box) when you stand next to it, before you try to actually do it.
Also, at the moment there doesn't seem to be any incentive to leave the first room - just played another round where I sat in the starting room chopping up zombies with the chainsaw till wave 15
Awesome game though! Looking forward to seeing the magic.
edit: forgot to mention, the weapon skill progression is really satisfying. You've definitely nailed that part!
Thanks for reviewing my game! It's been (and still is) quite fun to make.
I have implemented some of the stat training. When you are carrying enough weight to get your weight level to B - D, Strength has a (small) chance to improve, but your speed suffers. When you kill enemies with melee weapons (or with your fists) you also have a (higher) chance to improve your strength.
You didn't miss anything with the mystery boxes. They just don't switch, yet. I have the code in there to in-activate a box, but not the code that would switch it to a different box(I have other parts to concentrate on). I figured the game would suffer greatly if your box suddenly disappears and then you don't have a place to get any more weapons before you found it again.
I've also been toying with the idea of removing the mystery box and switching to zombie drops, where they will drop items instead of giving you points to spend.
I just finished this morning getting the spell system partly working. You can actually choose to cast fireball (by switching to the spells tab, then clicking on the spell 'fireball') It has a pretty high fail chance, and it can only get better with a higher mysticism. (which cannot be increased right now) The general effects spells have not been coded, yet, so the healing spells won't do anything. And it appears there is a problem with the area-of-effect spells.
I actually might just go back and re-write it into a spell-piece-wise system. But that is a post I will be putting up in a bit in the design section.