
Mood04 - ZERO HAZARD
GAME INFORMATION
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MOODS is a series of short interactive experiences, a digital sketchbook for jotting down ideas and wishes, riffing on established genres or experimenting with new concepts, referencing other media and IPs or trying to establish new settings and characters. They can range from interactive fanart to momentary whimsy, from tool research and experimentation to well-defined prototypes for potential bigger projects. They're a space for trying out collaborations with minimal consequences and scope. They're made in a few days over the course of a short period of time (usually a single month).
MOODS are not games, they're windows into a scattershot creative process, aimed only at offering "stuff" to "play".
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ZERO HAZARD is 2025 December+2026 January's Mood, a survival-action short game inspired by Resident Evil Gaiden. Focused features: top-down exploration, first-person mini-game based combat, secrets to collect.
Estimated play time: 5-10 minutes.
A gamepad is recommended.
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Gamepad controls
- Left analog stick: move character
- During exploration : A to interact, X to slash
- During combat : LT for circle game, RT for bar game, face buttons for command game
Keyboard controls
- Directional arrows: move character
- During exploration : spacebar to interact, enter to slash
- During combat : Z for circle game, Enter for bar game, directional arrows and I/J/K/L buttons for command game
PRICING AND FUTURE PLANS
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Thank you for playing! This game is available for free.
If you like and/or would like to support our work, feel free to share or comment. You can also tip us using the "support this game" button below the play area. You can also check out my/our other games, donate to my ko-fi or subscribe to my Patreon. Please comment "Mood04" or "Zero Hazard" so your tip can be shared between the team!
Additionally: would you be interested in playing a bigger-scope version of this game, and at which pricepoint/estimated scope? Please comment in the section below with your thoughts on the topic!
CREDITS
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- Camille Coq - character animation, 2D environment art, UI, main game and level design, sound mixing
- Valérian - programming, 3D environment art, additional design, hex background
- Sound effects are taken and mixed from the GDC Game Audio Bundles by Sonniss
- Additional sound effects from Freesound (clean fast swoosh)
- Music tracks are from the 2024 I Need Music Pack Humble Bundle
- Dissolve effect by Federico Calchera
- Inversionz Unboxed font by Hawtpixel - Darrell Flood
- Special thanks to all Patrons for their enduring and continued support
- Made using Construct 3
| Updated | 17 days ago |
| Published | 22 days ago |
| Status | Released |
| Platforms | HTML5 |
| Authors | Camille, Errant Works |
| Genre | Survival |
| Made with | Construct |
| Tags | 2D, 2d-animation, Animation, construct-3, No AI, Short, Singleplayer, Survival Horror, tradigital-animation |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Gamepad (any) |





Comments
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Very cool short game! Great job :) I replayed it a few times, and as a proof of concept, I found it fun. I really enjoyed the pace of the game, between the exploration phases, the fast-paced combat, finding items... It works pretty well! The chara design is also great (enemies and playable chara, her sword reminds me of the Buster Sword from FF7, so easy win ^^)
Would you be interested in playing a bigger-scope version of this game?
I think yes !? It's always hard to say more and look further ahead, but I would definitely be interested in playing a bigger version.
The only thing I question when I think about it is the combat (mini-game based). The mini-game combat is part of the core experience from RE Gaiden from what I understand, but I suppose, maybe, it would need many variations and ideas to keep it fun and challenging over several hours (such as Undertale kinda?). It's obvious I guess but just sharing the first thing that come to my mind when I think about a bigger-scope version^^
And here are some notes from my playthrough, not sure you need it but just in case!
. I found it pretty hard when you got two ennemies, one with the circle game and one with the bar game for example. I wanted to do both at the same time, but it was probably not the best idea ^^
. Not sure I understand if there is a difference between strike the ennemy first in exploration and when the ennemy hit you first. Maybe nothing change in this version, but I was wondering!
. I suppose there is no “perfect timing” during the circle game right? Once again,I was asking myself while playing!
Thank youuu! Definitely keeping all of these in mind IF/WHEN we get around to revisiting this whole thing!
As to what you asked:
- yeah, simultaneous enemies is the primary source of challenge in this version, and the idea is to prioritize which main source of danger to dispatch before the other. Though if you're really, really good, you can attempt to play both minigames at once - that's why minigames call on different inputs!
- there is a slight difference: slashing an enemy forces an encounter with that enemy only, whereas getting bumped into will add every surrounding enemy to the encounter. Ideally the system would have had attacks of opportunity and such, but... limited dev time and all that!
- there is "correct" timing but there is no better than correct indeed - either you get it right, or you don't! Something to look into for a scope++ version??